/take [player] [im(item minimum), x, y, z, r] [item] [amount]
This would be the opposite of the /give command but it takes an item from the players inventory.
It is possible to make a store using command blocks but the only possible currency is xp levels. With this command you would be able to do it with any item you want. Like diamonds or gold for example.
But for the store to work the /give command would Have to have an im (item minimum) in addition to lm (levels minimum(which currently exists)) so you can only give people things if they have atleast a certain amount of a certain item.
I think this would be a pretty cool new command, tell me if you like it.
/take [player] [im(item minimum), x, y, z, r] [item] [amount]
This would be the opposite of the /give command but it takes an item from the players inventory.
It is possible to make a store using command blocks but the only possible currency is xp levels. With this command you would be able to do it with any item you want. Like diamonds or gold for example.
But for the store to work the /give command would Have to have an im (item minimum) in addition to lm (levels minimum(which currently exists)) so you can only give people things if they have atleast a certain amount of a certain item.
I think this would be a pretty cool new command, tell me if you like it.
I like the new player target ideas, but the take command already exists in the form of /clear. If no item is specified, as you probably know, it clears the entire inventory, but you can also specify an item id (/clear <player> <item id>) and it will remove only instances of that item from the inventory. It does, however, take all of them, not a specified amount.
Well, if they add more complex programming, they could potentially add variables and a bigger command list plus a bigger textbox so:
Imagine:
a = a button
b = 1 Cake
c = 5 Iron
if @p interact.("a") then print.local@p("Are you sure you would like to buy ("b") for the price of("c")?") allow.reply()@p
r = reply
if r = y* then give@p("b") and take@p("c") else quit
end
Train Station
a = 1 iron
b = 1 named piece of paper with code starting with platform
c = current station
d = destination
e = button
f = platform
if @p interact("e") then print.local@p("Are you sure you would like to buy a ticket for a train from ("c") to ("d") for the price of("a")?") allow.reply()@p
r = reply
if r = y* then give@p("b") and take@p("a") and print.local@p("Please go to Platform ("f")") else quit
end
end
if command blocks were usable in Survival except without Creative commands then:
A Simple Item Duplicator ( Not Really )
a = item in hand
b = coordinates of chest room
c = button
if@p interact("c") then give@p("1, a") from("b")
end
These need the following commands or syntaxes:
interact() = if target opens, presses, toggles, stands on etc. of ("Block")
print() = write something. (Is possible now but this has more flexibility)
Print requires another field for global or local.
print.global (only ops can use this unless suffixed with @p)
print.local (a 10x10x10 area around the box)
print.global or local@p (prints it to the interacter anywhere in the world or in a 10x10x10 area.)
allow() = allows something. Default variable is true. ("false") for not true.
Needs a field.
allow.reply = allows reply to print
allow.open = simple lock
VARIABLES! The glory of all languages!!!
plus the following things:
inHand = the thing in hand.
isWearing = if wearing it
inInv = if in Inventory
string("") for variable strings.
int = for integers.
boolean = for booleans.
true/false
and most of all, IMAGINATION!
what about a command for taking items away? I Woud love to be able to have players pay using somethnglike that: example: /take [item id] [quantity] simar to give. so that yu could have two command blocs set up to give the player an item in return for another item, and easier than customing villagers.
PHP array or physical array? Anyway, we need more commands! Things for blocks, world, mobs, gameplay, text, interaction, items, simplification, realms etc.!
Diode would toggle one-way or two-way functionings. Repeater would set if it replenishes the signal. Through sets if it goes through blocks and if so, how many in 'through blocks'. Power sets if it acts like a normal redstone dust block or not ie. powering adjacent blocks or not. Lock sets whether it locks or not.
/warp goto <name>
Teleports you to the warp <name>
/warp goto <name> <player>
Teleports <player> to the warp <name>
/warp set <name> <coordinates>
Sets a warp at <coordinates> named <name>
/warp sethere <name>
Sets a warp to your location named <name>
/warp delete <name>
Deletes the warp <name>
/warp list
Lists the warps
/warp limit <allow/deny> <player/all/op/commandblock>
Limits warps so that only <player/all/op/commandblock> are <allowed/denied> to use the warp.
This would be pretty cool for singleplayer, since you may have to fly all the way to one location, and it can be cleverly used with command blocks for cool adventure maps.
Cool, I did not know about tags or variables since I never got that detailed into command blocks. I have another suggestion though:
/place <item ID> <amount> <stacked?> <inventory?> <coordinates>
Places the <item ID> with the amount of <amount> at the chest you are looking at, or if <inventory?> is true, it will place it in your inventory. <coordinates> will let you place the items in the chest at <coordinates>.
/remove <item ID> <amount> <stacked?> <inventory?> <coordinates>
Removes the <item ID> with the amount of <amount> at the chest you are looking at, or if <inventory?> is true, it will remove the item in your inventory. <coordinates> will let you remove the items in the chest at <coordinates>.
/fill <item ID> <inventory?> <coordinates>
This command will fill the chest you are looking at with that item, or at the coordinates <coordinates>, and if <inventory?> is true, then it will fill your inventory instead.
/empty <item ID> <inventory?> <coordinates>
This command will empty the chest you are looking at with that item, or at the coordinates <coordinates>, and if <inventory?> is true, then it will empty your inventory instead. If there is no item ID, then it will empty everything.
These commands are complete time-savers and can be used with command blocks for adventure maps, and many, many other uses.
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There are 100 bugs in the code, I fix 23 of them. How many are left? 135.
I would really like the ability to teleport to players back to their spawnpoint.
"/apply" looks useful and not broken.
"/togglespawner, /triggerspawner" I would add a cooridates variable instead of being the adjacent spawners
www.crackeddice.com
This would be the opposite of the /give command but it takes an item from the players inventory.
It is possible to make a store using command blocks but the only possible currency is xp levels. With this command you would be able to do it with any item you want. Like diamonds or gold for example.
But for the store to work the /give command would Have to have an im (item minimum) in addition to lm (levels minimum(which currently exists)) so you can only give people things if they have atleast a certain amount of a certain item.
I think this would be a pretty cool new command, tell me if you like it.
I like the new player target ideas, but the take command already exists in the form of /clear. If no item is specified, as you probably know, it clears the entire inventory, but you can also specify an item id (/clear <player> <item id>) and it will remove only instances of that item from the inventory. It does, however, take all of them, not a specified amount.
http://www.youtube.com/user/bobthejeffmonkeys
[simg]http://i51.tinypic.com/2vhu642.jpg[/simg]
Imagine:
a = a button
b = 1 Cake
c = 5 Iron
Train Station
a = 1 iron
b = 1 named piece of paper with code starting with platform
c = current station
d = destination
e = button
f = platform
if command blocks were usable in Survival except without Creative commands then:
A Simple Item Duplicator ( Not Really )
a = item in hand
b = coordinates of chest room
c = button
These need the following commands or syntaxes:
interact() = if target opens, presses, toggles, stands on etc. of ("Block")
print() = write something. (Is possible now but this has more flexibility)
Print requires another field for global or local.
print.global (only ops can use this unless suffixed with @p)
print.local (a 10x10x10 area around the box)
print.global or local@p (prints it to the interacter anywhere in the world or in a 10x10x10 area.)
allow() = allows something. Default variable is true. ("false") for not true.
Needs a field.
allow.reply = allows reply to print
allow.open = simple lock
VARIABLES! The glory of all languages!!!
plus the following things:
inHand = the thing in hand.
isWearing = if wearing it
inInv = if in Inventory
string("") for variable strings.
int = for integers.
boolean = for booleans.
true/false
and most of all, IMAGINATION!
█▀▀█ He made it so you couldn't have more than two lines in a signature.
/sethead [player or mob name]
Changes the held Head into the specified one.
by hiugly
Any comments on the new layout? Should be easier to read.
Creative Redpeater
Redpeaters are Repeaters except for the fact they can be configured with Command Blocks and its functionalities may be switched off.
Redpeater Commands
/redpeater <x,y,z> (diode|repeater|through|power|lock) <through blocks>
Diode would toggle one-way or two-way functionings.
Repeater would set if it replenishes the signal.
Through sets if it goes through blocks and if so, how many in 'through blocks'.
Power sets if it acts like a normal redstone dust block or not ie. powering adjacent blocks or not.
Lock sets whether it locks or not.
/warp goto <name>
Teleports you to the warp <name>
/warp goto <name> <player>
Teleports <player> to the warp <name>
/warp set <name> <coordinates>
Sets a warp at <coordinates> named <name>
/warp sethere <name>
Sets a warp to your location named <name>
/warp delete <name>
Deletes the warp <name>
/warp list
Lists the warps
/warp limit <allow/deny> <player/all/op/commandblock>
Limits warps so that only <player/all/op/commandblock> are <allowed/denied> to use the warp.
This would be pretty cool for singleplayer, since you may have to fly all the way to one location, and it can be cleverly used with command blocks for cool adventure maps.
/place <item ID> <amount> <stacked?> <inventory?> <coordinates>
Places the <item ID> with the amount of <amount> at the chest you are looking at, or if <inventory?> is true, it will place it in your inventory. <coordinates> will let you place the items in the chest at <coordinates>.
/remove <item ID> <amount> <stacked?> <inventory?> <coordinates>
Removes the <item ID> with the amount of <amount> at the chest you are looking at, or if <inventory?> is true, it will remove the item in your inventory. <coordinates> will let you remove the items in the chest at <coordinates>.
/fill <item ID> <inventory?> <coordinates>
This command will fill the chest you are looking at with that item, or at the coordinates <coordinates>, and if <inventory?> is true, then it will fill your inventory instead.
/empty <item ID> <inventory?> <coordinates>
This command will empty the chest you are looking at with that item, or at the coordinates <coordinates>, and if <inventory?> is true, then it will empty your inventory instead. If there is no item ID, then it will empty everything.
These commands are complete time-savers and can be used with command blocks for adventure maps, and many, many other uses.