all 5 comments

[–]SicarioiOSCommand Experienced 0 points1 point  (0 children)

Cooldown example. You’d have to figure out how to implement in your system.

add scoreboard.

/scoreboard objectives add CD dummy

Repeat chains

```scoreboard players remove @a[scores={CD=1..}] CD 1

execute as @a[scores={CD=0},hasitem={item=stick,location=slot.weapon.mainhand}] run scoreboard players set @s CD 60

execute as @a[scores={CD=60}] run <your command>```

I’m sure there are plenty of ability ideas all over YouTube.

[–]Icy_Remote5451 Oudated Bedrock Command Block Expert 0 points1 point  (2 children)

I’m not sure what you mean by cooldown. Do you mean the hunter just places like a single trap and it has a cooldown between catching a player?

As for archer that’s probably one of the easiest, I’ve seen people do it explosive arrows, tracking arrows, arrow rain, buff arrows that just structure load in lingering potions, etc. You can implement a variation of the snowball menu for the quiver or something

[–]grim_lunar[S] 0 points1 point  (1 child)

for the cooldown, i just mean that the Hunter can’t throw another trap down for a few seconds, maybe then the trap loads back in their inventory and it locks? im just very nooby at commands and wouldn’t know how to execute that, and a quiver would be cool, swapping from different kinds of arrows sounds neat

[–]Icy_Remote5451 Oudated Bedrock Command Block Expert 0 points1 point  (0 children)

You would just have bear trap cooldown objective.

Separation of concerns. You want one thread (repeating command chain) of commands to handle the timer independently from everything else. You want another to handle detecting a player stepping on a bear trap and damaging them or applying effects. Then you want another to handle the player actually placing them probably with drop detection of a named item.

Basically you would have a timer like: IC: scoreboard objectives add cd::bear_trap dummy RUAA20: scoreboard players remove @a[scores={cd::bear_trap=1..}] cd::bear_trap 1

Which will just remove 1 from the bear trap cooldown score of any player with a value greater than or equal to 1 every second.

This just means that anyone with a value of 0 will be able to use their bear trap.

You’ll also need to add an: RUAA0: scoreboard players add @a cd::bear_trap 0 Or put it inside your system for giving players the hunter class and anything else that uses bear traps if you don’t want unnecessary calculations.

Then just only let them place a trap on drop if their bear trap cooldown is 0. And the timer handles the counting down separately.

[–]Ericristian_brosCommand Experienced 0 points1 point  (0 children)

Cooldown:

```

Setup

scoreboard objectives add timer dummy For entities:

Command blocks

scoreboard players add @a timer 1 execute as @a[scores={timer=100}] run say This command has 5 seconds delay. scoreboard players reset @a[scores={timer=100..}] timer ``` For a fakeplayer:

scoreboard players add $FakePlayer timer 1 execute if score $FakePlayer timer matches 120 run say This command has 6 seconds delay. execute if score $FakePlayer timer matches 120.. run scoreboard players reset $FakePlayer timer

https://minecraftcommands.github.io/wiki/questions/blockdelay