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    posted a message on /setblock Item Spawner

    Just remove '0 replace' from the command

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!

    Okay, I've played through the map and I quite enjoyed it. Here's my experience-


    Pros
    i) Gui system reduced inventory clogging
    ii) The rejvunction potion was FANTASTIC
    iii) the class system was pretty neat, back row archer (Jen)? Front row risky warrior (Pat)? Tactical combatant who uses environment for advantage (Cloud, me)? Or a tank (Bomby) ?
    iv) exploration was awarded with level upgrades, while selling them at shops to avoid under-leveling


    Cons
    i) only 1 weapon allowed at a time; It is good to have a sword type and an axe type weapon for different opponents
    ii) The lucky block essence collection was a bit too repetitive, it would have been better if used sparingly.
    iii) area specific equipment really isn't avavailable
    iv) Unlike CR where future was uncertain, this one is a little bit too straightforward


    Bug

    Not a major one, but all your chests and spawnpoints move when right clicked. In 1.14 nitwit villagers shake their heads in disagreement upon attempting to trade


    Advice
    In your main map, temporary power-ups for specific areas and unlockable abilities would be a nice addition. Although, only one ability should allowed on top of class

    Posted in: Maps
  • 0

    posted a message on Evoker Fangs Owner

    Wait, data modify should work actually as long as you get the value from player's UUID. I am going to try it myself.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Evoker Fangs Owner

    Owner tag is used to refer to the Evoker that spawned the fangs. I think the problem is that no entity exists with that UUID. You should probably try using '/execute store' to read the UUID of a player and store it in the fang's Owner tag

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!

    Just made my day:D 👍

    Also, how did you make Exiel do more knockback?

    Posted in: Maps
  • 1

    posted a message on Determine Arrow Speed

    If you can create a mathematical expression using trigonometry, I might be able to translate that into minecraft

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Can you create a splash potion that can be thrown an infinite amount of times.

    Best way to achieve this is to set a scoreboard to test if a player has thrown a splash potion-


    First set up the scoreboard:

    scoreboard objectives add thrown minecraft.used:minecraft.splash_potion


    Then check for potion throw and replace main hand slot with potion (run this in a repeat command block)

    execute as @a[scores={thrown=1}] run replaceitem entity @s weapon.mainhand splash_potion{Potion:"minecraft:strong_poison"}


    Then reset the score(in chain, conditional command block):

    execute as @a[scores={thrown=1}] run scoreboard players set @s thrown 0

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Summon mobs that can't move.

    Summon a silverfish with forever lasting slowness to freeze it, summon a slime with NoAI:1b and teleport the slime to the silverfish using a repeating command block. Detailed information on request.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Determine Arrow Speed

    Well, I've not been thought trigonometry at school, so calculate the magnitude somehow yourself and then feed it in a dummy scoreboard (called "value" here) :


    In the datapack(I assume) you'll have to have these commands run at load to initialize the scoreboards:


    scoreboard objectives add value dummy
    
    scoreboard players set #divide value 5
    
    scoreboard players set #add value 1 

    Have this command run every tick:

    exexute as @e[type=arrow] positioned as @s if entity @e[type=!item, distance=..1] run function <function name> 

    In the function:


    <complicated commands to calculate magnitude and set it to arrow's 'value'>
    
    scoreboard players operation @s value /= #divide value
    
    scoreboard players operation @s value += #add value
    
    execute store entity @s damage int 1 run scoreboard players get @s value 

    Note:
    1)Check syntax yourself, on phone right now. Although, I'm pretty sure that these will work
    2)Commands work in function in 1 tick, so commands work before arrow hits target


    Edit: 1) Elaborated the instructions

    2) did what you actually wanted, currently given magnitude is calculated, arrow will deal (x/5)+1 half hearts of damage

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Function not calling itself

    I've tried recursion before and it works fairly well, Is there any other way to achieve this? Teleporting entities to ground?

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Function not calling itself

    This is a function. It should be able to call itself. Recursion is the only way (or atleast, that I know of) to achieve a loop in Minecraft.

    My assumption is that because all commands in a function run in 1 tick, it is not able to calculate the 'OnGround' tag.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on 1.14.1 Fireball summon direction

    using ,/execute store, you can copy direction of the player to the direction of the fireball. You will have to run the command three times, set the path for the first as direction[1], second time as direction[2], third time as direction[3].

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Function not calling itself

    Well, I was creating a function which teleported the player to the ground if he is in the air, but, it is not repeating!

    tp @s ~ ~-1 ~
    execute if entity @s[nbt={OnGround:0b}] positioned as @s run function custom:down


    Note that custom:down is the same function in which this is written.

    Please Help!

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Check if a Player is looking at a chest

    Never mind. Figured it out.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Check if a Player is looking at a chest

    Well, I want to check if player looking at a chest and if he is, then get the coordinates of the chest.

    Posted in: Redstone Discussion and Mechanisms
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