I would very much like that to be an implemented feature. That's always been one of the biggest things I've wanted to see in-game.
- Flamingdk
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Jul 26, 2012Flamingdk posted a message on 1.3 Pre-Release is Ready Now!It is great but mobs seem a bit more... stupid. Mainly Zombies. They go after me and randomly stop and walk away sometimes. I am also still encountering the invisible cactus glitch.Posted in: News
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Definitely gonna follow this thread, can't wait to see what they do with this. I'm really eager to get NBT integration for this, it'd make custom maps even more amazing.
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Update 1/19/17
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Thread Updated 12/29/16
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UPDATE 12/6/16
-The Mining skill has been added!
-A page for the mining skill and a breakdown of its rewards has been added to the Wikia: http://project-fc.wikia.com/wiki/Mining
-Three new tools have been added alongside the Mining skill.
-Updated the body paragraph.
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Hey that's a pretty good idea, although I imagine you'd probably want to run it as a @a command so it checks everyone instead of the closest player, right?
Edit: Also, would I be required to put the execute command in every command block or just the repeating startup one?
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Hello, I was working on an RPG leveling system based off of scoreboards, and it works correctly in singleplayer, but in multiplayer, every player seems to receive experience rather than just one person. In addition, whenever one person gets a level, everyone gets put onto the same level as the highest level player. If you want to use this/play around with it as well, feel free. I did a mining skill and here's how I did it broken down:
I start by making a series of scoreboards to track the blocks broken in ore form.
/scoreboard objectives add MineRedstone stat.mineBlock.minecraft.redstone_ore
/scoreboard objectives add MineQuartz stat.mineBlock.minecraft.quartz_ore
/scoreboard objectives add MineLapis stat.mineBlock.minecraft.lapis_ore
/scoreboard objectives add MineDiamond stat.mineBlock.minecraft.diamond_ore
/scoreboard objectives add MineEmerald stat.mineBlock.minecraft.emerald_ore
/scoreboard objectives add MineCoal stat.mineBlock.minecraft.coal_ore
/scoreboard objectives add MineStone stat.mineBlock.minecraft.stone
After that I added two dummy scoreboards, MiningExp, and MiningLevel.
/scoreboard objectives add MiningExp dummy
/scoreboard objectives add MiningLevel dummy
Next I define how much experience you get from each scoreboard stat. The way that I did this was with command blocks tracking each stat until a certain value, then once it reaches that value, one experience point is given to the player and the stat is then reset. The first command in the spoiler is in a repeat command block, followed by conditional chain command blocks.
REMEMBER, THE FIRST COMMAND IS IN A REPEAT BLOCK SET TO ALWAYS ACTIVE
Redstone:
/testfor @a[score_MineRedstone_min=8]
/testfor @a[score_MineRedstone_min=8] {Inventory:[{id:"minecraft:redstone"}]}
/scoreboard players add @a[score_MineRedstone=8] MiningExp 1
/scoreboard players set @a[score_MineRedstone=8] MineRedstone 0
Quartz:
/testfor @a[score_MineQuartz_min=10]
/testfor @a[score_MineQuartz_min=10] {Inventory:[{id:"minecraft:quartz"}]}
/scoreboard players add @a[score_MineQuartz=10] MiningExp 1
/scoreboard players set @a[score_MineQuartz=10] MineQuartz 0
Diamond:
/testfor @a[score_MineDiamond_min=1]
/testfor @a[score_MineDiamond_min=1] {Inventory:[{id:"minecraft:diamond"}]}
/scoreboard players add @a[score_MineDiamond=1] MiningExp 1
/scoreboard players set @a[score_MineDiamond=1] MineDiamond 0
Coal:
/testfor @a[score_MineCoal_min=15]
/testfor @a[score_MineCoal_min=15] {Inventory:[{id:"minecraft:coal"}]}
/scoreboard players add @a[score_MineCoal=15] MiningExp 1
/scoreboard players set @a[score_MineCoal=15] MineCoal 0
Lapis:
/testfor @a[score_MineLapis_min=4]
/testfor @a[score_MineLapis_min=4] {Inventory:[{id:"minecraft:dye"}]}
/scoreboard players add @a[score_MineLapis=4] MiningExp 1
/scoreboard players set @a[score_MineLapis=4] MineLapis 0
Emerald:
/testfor @a[score_MineEmerald_min=1]
/testfor @a[score_MineEmerald_min=1] {Inventory:[{id:"minecraft:emerald"}]}
/scoreboard players add @a[score_MineEmerald=1] MiningExp 2
/scoreboard players set @a[score_MineEmerald=1] MineEmerald 0
Stone:
/testfor @a[score_MineStone_min=64]
/testfor @a[score_MineStone_min=64] {Inventory:[{id:"minecraft:cobblestone"}]}
/scoreboard players add @a[score_MineStone=64] MiningExp 1
/scoreboard players set @a[score_MineStone=64] MineStone 0
I used the following equation:
/testfor @a[score_MiningExp_min=f(x),score_MiningExp=f(x)]
/tellraw @a ["",{"selector":"@a[score_MiningExp=f(x)]","color":"gold"},{"text":" has reached Level x Mining!","color":"gold"}]
/scoreboard players set @a[score_MiningExp=f(x)] MiningLevel x
/scoreboard players add @a[score_MiningExp=f(x)] MiningExp 1
Value "x" represents the level and f(x) represents the experience in these commands. I add 1 MiningExp after each level up in order to ensure that the command blocks do not continuously find the player with the level-up experience. Also, every fifth level-up, I made it give a player with the experience needed to level up an item, which I placed as, giving the player a mending diamond pickaxe:
/testfor @a[score_MiningExp_min=f(x),score_MiningExp=f(x)]
/tellraw @a ["",{"selector":"@a[score_MiningExp=f(x)]","color":"gold"},{"text":" has reached Level x Mining!","color":"gold"}]
/scoreboard players set @a[score_MiningExp=f(x)] MiningLevel x
/give @a[score_MiningExp=f(x)] minecraft:diamond_pickaxe 1 0 {ench:[{id:70,lvl:1}]}
/scoreboard players add @a[score_MiningExp=f(x)] MiningExp 1
Again, the problem that I'm having is that whenever one player levels up, every other player seems to as well. Say, if I gain a level, so does whoever else is on. This makes everyone level up to the same level as the highest level player. I also tried using an @r selector for the first command listed above, so that everyone wasn't targeted, but the @r would look until it found the player with the needed experience. Feel free to use this system, and help with this concept and add-ons would be much appreciated!
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Update 11/30/16
-Added a new boss along with several new custom items!
-Added two new shops to Auten-Mortar!
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Accepted! Check your skype for details.
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Accepted! Check your Skype for server details!
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Updated 11/23/16
-Additions have been added to Auten-Mortar, including transportation methods and the Temple.
-Thread has been completely redone.
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Accepted! Check your inbox for server details.
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Both accepted! Check your inbox for server details!
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On applications, we recommend a "don't ask, don't tell" philosophy. If you act mature enough, we're glad to welcome you. Everyone on the server is currently at least 17, but that doesn't mean we don't allow younger people.
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Thread Updated 11/16/16
-Added information regarding prestiges.
-Added information for custom items.
-Changed the opening paragraph to clarify better.
-Added the town of Auten-Mörtar to the map as a Prestige 3 town.
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Welcome to the Project FC thread! Project FC is a vanilla and whitelisted server that has some aspects that make it a twist from your regular vanilla experience! In this thread I will summarize the aspects that set our server apart from the rest, with it's MMO styled gameplay in addition to the regular vanilla experience! Now the first question you might ask is, does all this MMO stuff take away from me being able to build and do regular survival activites? Absolutely not. Project FC was designed so that nothing from the vanilla experience is taken away, but only added to.
Prestige
Prestige is a system that really lets you get to the custom content within the game. Prestige is a leveling system of sorts that progresses in difficulty, but becomes much more rewarding. The first three tiers are reached by sacrificing levels to up your prestige, which are 10, 30, and 50, respectively. Also, each week new content is added for a particular prestige level, so you can always have new content to look forward to! Here are some of the things that prestige offers:
Prestige 2 (Lapis Lazuli Prestige): Access to the boss Vendicus. He drops a variety of Tier 1 weapons and armor rarely.
Prestige 3 (Iron Prestige): Access to Auten-Mörtar, the capital city of the Auten Region. This city offers a shops, daily activites, and soon, a boss fight.
Custom Items
Custom items are a great addition, of course, but there's one question that strikes everyone at this phrase. Are they overpowered? Do they make vanilla items useless? No, they don't! We try very hard to ensure that these items are nowhere near as easy to obtain as vanilla items, plus we use checks and balances to be certain that this item will not disrupt the flow of a regular vanilla economy and make them useless. They can be extremely useful, with that said, and have advantages over regular vanilla items, but usually at a cost, especially with lower-tier items.
Want to know more about Project FC? Visit the Wikia!
project-fc.wikia.com
Rules
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5. Your favorite color is "potato."
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1. In-game name:
2. What are your specialties?:
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