1) Have a trigger scoreboard and when a player right clicks a sign, their trigger will be set to a certain value. Then all you have to do is detect if the player has activated that trigger with the certain score and detect the items then give and reset
2) You can use floor crafting in which case detects if the two elements are beside each other and summons the result and kills the elements
Sorry but that is wrong. It is true that UUID format was changed in recent days, but the Most-Least format was still around in 1.12.
I think you misunderstood what I was saying. UUID is something that is unique. I'm saying that the item might not have the same UUID as the one in the command.
Only way I can think of is having a scoreboard timer go off when the player crouches at least once and then like, after 5 ticks detect if they crouched twice or more. If they did do something then reset. If they didn't, reset
You would need a pulse extender. Something that will keep your door open and then close without you havign to do anything. Here's a video about pulse extenders.
yes but will it work like on servers? i mean does the player have to place the chest to use it? i am trying to make a pvp arena to play with my friends and i want to give the player a pvp kit.
bruh, I literally told you your options and you say it doesn't help. FINE
1) Either you hardcode each and every value like
execute as @a[scores={<scoreboard>=1}] run xp set @s 1 levels
execute as @a[scores={<scoreboard>=2}] run xp set @s 2 levels
execute as @a[scores={<scoreboard>=3}] run xp set @s 3 levels
execute as @a[scores={<scoreboard>=4}] run xp set @s 4 levels
execute as @a[scores={<scoreboard>=5}] run xp set @s 5 levels
execute as @a[scores={<scoreboard>=6}] run xp set @s 6 levels
etc
1.1) Make a dynamic system in which detects the amount of xp player has to the score in scoreboard then remove or add xp
scoreboard objectives add xpStore dummy
execute as @a store result score @s xpStore run data get entity @s XpLevel
execute as @a if score @s xpStore > @s <scoreboard> run xp add @s -1 levels
execute as @a if score @s xpStore < @s <scoreboard> run xp add @s 1 levels
2) You noteblocks to make music. Alternatively, you can use /playsound and adjust the pitch to make music.
And there you go, I gave you the basic information in which you need to achieve your goal but you said it wasn't helpful like, DUDE. You can't except everything to be served on a silver platter
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1) Have a trigger scoreboard and when a player right clicks a sign, their trigger will be set to a certain value. Then all you have to do is detect if the player has activated that trigger with the certain score and detect the items then give and reset
2) You can use floor crafting in which case detects if the two elements are beside each other and summons the result and kills the elements
Which option do you prefer?
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A one command block creation as they call it? You put a summon command inside a command block and it creates a bunch more?
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I think you misunderstood what I was saying. UUID is something that is unique. I'm saying that the item might not have the same UUID as the one in the command.
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This is just my guess but I think because it doesn't have the same UUIDLeast and UUIDMost
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you could use execute store result entity <entity> <path> then data get entity <entity> UUID Assuming I got my syntax right
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Only way I can think of is having a scoreboard timer go off when the player crouches at least once and then like, after 5 ticks detect if they crouched twice or more. If they did do something then reset. If they didn't, reset
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You would need a pulse extender. Something that will keep your door open and then close without you havign to do anything. Here's a video about pulse extenders.
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You could /summon items with passenger items.
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does this do anything?
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bruh, I literally told you your options and you say it doesn't help. FINE
1) Either you hardcode each and every value like
1.1) Make a dynamic system in which detects the amount of xp player has to the score in scoreboard then remove or add xp
2) You noteblocks to make music. Alternatively, you can use /playsound and adjust the pitch to make music.
And there you go, I gave you the basic information in which you need to achieve your goal but you said it wasn't helpful like, DUDE. You can't except everything to be served on a silver platter
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Not sure if this works now but I did a quick youtube search and found this video
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Here's a 1.12 tutorial on the certain items returning to you after death
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1) either hardcode each value or make a system that compares the xp and score and decreases or increases
2) noteblocks
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everywhere inside of {Command:""}