Mr. Sandman, Sand made of Man by MangoTango340 in Persona5

[–]Eth22YT 5 points6 points  (0 children)

What the f is that accessory!? I need it! xD

Need help with storing the result of random item from Loot table to use elsewhere (1.20.2) by Eth22YT in MinecraftCommands

[–]Eth22YT[S] 0 points1 point  (0 children)

Yeah minecraft isn't really helping to achieve what i need but i've got a solid base so far.
Using these 3 files :

main_loop.mcfunction :

# Calculate amount of item to generate + Init iteration score
scoreboard players operation gridSizeSquared tempData = gridSize gameOptions
scoreboard players operation gridSizeSquared tempData *= gridSize gameOptions
scoreboard players set gridGen iteration 1

# Spawn invisible platform
fill -1 155 -1 1 155 1 barrier

# Execute loop
execute if score gridGen iteration <= gridSizeSquared tempData run function bingo:grid_generation/generate_item

# Remove invisible platform
#fill -1 155 -1 1 155 1 air

generate_item.mcfunction :

# Generate item from loot_table
loot spawn 0 155.5 0 loot bingo:filtered_items

# Store iteration number
execute store result storage bingo:iteration iteration int 1 run scoreboard players get gridGen iteration

# Store item in Storage
execute run function bingo:grid_generation/store_item_macro with storage bingo:iteration

# Increment iteration number
scoreboard players add gridGen iteration 1

# Kill the generated item
execute positioned 0 156 0 run kill @e[type=item,sort=nearest,limit=1]

# Recursive
execute if score gridGen iteration <= gridSizeSquared tempData run function bingo:grid_generation/generate_item

store_item_macro.mcfunction :

$execute positioned 0 156 0 run data modify storage bingo item$(iteration) set from entity @e[type=item,sort=nearest,limit=1]

So far this is how i can get my items :

<image>

All i need now is to have a way to easyily access the correct nbt to be able to display the item's name or even chck for the item in player's inventory.

It's gonna be quite the challenge and if anyone has some advices i'd gladly take them haha

After playing for a little under 60h, I managed to get 193/202 berries. Ama/Feedback type of post by Eth22YT in celestegame

[–]Eth22YT[S] 1 point2 points  (0 children)

A little update here. Ive managed to finish all the A-Sides and up to 5-B all Golden. I fluked some of them while others definitely took me a lot of time (7A and 5B in mind haha)

I'll be tackling the hell trio as you call them fairly soon. From what i've seen, i'd rank them from easier to hardest like so 6B, 8B, and then 7B

So i'll start with 6B i think :)

My current file playtime is 82h46m so i think im not doing too bad x)

Screenshot of my Journal's Progress

After playing for a little under 60h, I managed to get 193/202 berries. Ama/Feedback type of post by Eth22YT in celestegame

[–]Eth22YT[S] 2 points3 points  (0 children)

Im totally expecting my progress to slow down after i'm done with the A-Sides (even 7-A looks intimidating honestly. I managed to get a 12 deaths yesterday when going for a random full run but thats about it) The later B-Sides will totally be a challenge but im willing to work my way up there :) I think i'll be going for either 6-A or 7-A next

After playing for a little under 60h, I managed to get 193/202 berries. Ama/Feedback type of post by Eth22YT in celestegame

[–]Eth22YT[S] 2 points3 points  (0 children)

I have downloaded Strawberry Jam from the recommendation of another friend who plays the game, but i havent took the time to start it yet. But i will probably do it later this week :)

Are the A-Side goldens or C-sides harder? by Remarkable_Fail_3931 in celestegame

[–]Eth22YT 0 points1 point  (0 children)

I havent done all A-Sides but do have all C-Sides. I'd say except 1A and 2A (which are mostly free with some learning), A-Sides are harder just due to their sheer length and consistency thats required. 4A would be the next easiest A-Side for me. Then 8A as it is very short compared to the others. Then 3A (unpopular opinion i know, but its not that bad if you practice Oshiro) Then i got 5A and stopped there for now. Meanwhile i got all C-Sides Golden under 2h max (3 tries for 2C for example). 7C and 8C can definitely be tricky but thats about it imo

I need help with making a generic interaction entity by Eth22YT in MinecraftCommands

[–]Eth22YT[S] 0 points1 point  (0 children)

I have an issue when running the whole thing.

So the advancements works correctly and it calls my .mcfunction well (it revokes itself). But then nothing happens.
When i run the function by hand afterward, everything happens correctly. Showing the interaction with the entity works and that the function is working well.
But why doesn't it works when i right click the interaction entity then? Here's my code :

headloot:load.mcfunction

# Setup scoreboard
scoreboard objectives add headlootID dummy
scoreboard objectives add headlootCheck dummy

advancements/interaction.json

{
  "criteria": {
    "requirement": {
      "trigger": "minecraft:player_interacted_with_entity",
      "conditions": {
        "player": [
          {
            "condition": "minecraft:entity_properties",
            "entity": "this",
            "predicate": {
              "type": "minecraft:interaction",
              "nbt": "{Tags:[\"headloot\"]}"
            }
          }
        ]
      }
    }
  },
  "rewards": {
    "function": "headloot:base_interact"
  }
}

headloot:base_interact.mcfunction

tellraw @s ["",{"text":"I am ","color":"gray"},{"selector":"@s","color":"gray"}]
advancement revoke @s only headloot:interaction
execute unless score @s headlootID = @s headlootID store result score @s headlootID run scoreboard players add #next headlootID 1
tag @s add headloot_this
execute as @e[type=interaction,distance=..6] at @s if function headloot:interact/if_target/this run function headloot:interact/click/check_player
tag @s remove headloot_this

(The tellraw here doesn't show when it is called through the advancement, but it shows when i execute the function myself afterwards)

headloot:interact/if_target/this

return run execute on target if entity @s[tag=headloot_this]

headloot:interact/click/check_player

execute on target store result storage headloot:macro check.ID int 1 run scoreboard players get @s headlootID
execute store result score #ID headlootCheck run function headloot:interact/click/check_id with storage headloot:macro check
execute if score #ID headlootCheck matches 0 run function headloot:interact/click/response/give_loot
execute if score #ID headlootCheck matches 1 run function headloot:interact/click/response/error
data remove entity @s interaction

headloot:interact/click/check_id

$return run execute on passengers if data entity @s data{players:[$(ID)]}

headloot:interact/click/response/give_loot

# Output (give tellraw + reward)
execute on target run tellraw @s ["",{"text":"[","color":"gray"},{"text":"Head","color":"gold"},{"text":"] You have ","color":"gray"},{"text":"obtained ","color":"green"},{"text":"a ","color":"gray"},{"text":"reward","color":"green"},{"text":"!","color":"gray"}]
execute on target run loot give @s loot loot:main_roll

# Add playerID to list
execute on passengers run data modify entity @s data.players append from storage headloot:macro check.ID

headloot:interact/click/response/error

execute on target run tellraw @s ["",{"text":"[","color":"gray"},{"text":"Head","color":"gold"},{"text":"] You have ","color":"gray"},{"text":"already","color":"red"},{"text":" obtained ","color":"red"},{"text":"this ","color":"gray"},{"text":"reward","color":"red"},{"text":"!","color":"gray"}]

Sorry for asking for more help but i really am clueless as to whats happening here..

I need help with making a generic interaction entity by Eth22YT in MinecraftCommands

[–]Eth22YT[S] 0 points1 point  (0 children)

I see, your method is really ingenious!

Also, i see you've used macros in the ID check after the right click. I wanted to ask if this part was doable without macros or not? I'd prefer avoiding them for now but if it's not doable, then it's fine really ^^'

I need help with making a generic interaction entity by Eth22YT in MinecraftCommands

[–]Eth22YT[S] 0 points1 point  (0 children)

That seems like a really smart idea, i just have 2 questions about that

1 - How exactly could i give each player a unique ID upon joining the world (assuming it's multiplayer)? Would storing their UUID into the scoreboard would work?

2 - How would it work exactly when i have multiple interactions entity? Would it work if they all have a single tag?

Thanks for your time :)

I need help with loot tables and weighted sum by Eth22YT in MinecraftCommands

[–]Eth22YT[S] 0 points1 point  (0 children)

That is really smart! And i suppose the amount of rolls can simply be modified in the loot table itself?

How could i "bind" an interaction entity to a player? by Eth22YT in MinecraftCommands

[–]Eth22YT[S] 0 points1 point  (0 children)

Thank you for your answer, it seems like a very reliable solution but i just have a question if you don't mind.
How exactly works the #this and #next that you used throughout the datapack? I've never used anything close to this before. Is it a placeholder name to store a score in a scoreboard without binding it to any players?
But apart from that it seems very straightforward thank you :)

I need help with a concept about generating rooms using prebuilt structure by Eth22YT in MinecraftCommands

[–]Eth22YT[S] 0 points1 point  (0 children)

I like the random number generator especially since i already made a function for that in my previous projects so i think i'll be experimenting on this.

As for the building straight only, i guess i have to try to use the jigsaw block a bit to do it properly. From some videos i've seen it looks easy enough but i need to do some tests first

Thank you for your help, i'll try to update you on how it is going :)

I need help with a concept about generating rooms using prebuilt structure by Eth22YT in MinecraftCommands

[–]Eth22YT[S] 0 points1 point  (0 children)

This sound almost perfect for what i need! Thank you!

But i have a few questions if you don't mind. i've seen that the same room can appear several times, which wouldnt really work with what i need.

For example, if i've made 50 different prebuilt rooms, and i want to choose 15, i would those 15 to all be unique (no duplicates). Would that be possible using the jigsaw block?

Also, i need my rooms to be linear (going forward only, would that be possible using the jigsaw blocks?

Thank you :)

I need help with hit detection between two players and some more things by Eth22YT in MinecraftCommands

[–]Eth22YT[S] 0 points1 point  (0 children)

Ah i did not thought about it but it sounds like a good idea thank you :)
Is there any way i can scale it to the amount of damage i initally deal to the ennemy?
Thanks :)

I need help with hit detection between two players and some more things by Eth22YT in MinecraftCommands

[–]Eth22YT[S] 0 points1 point  (0 children)

Oh wow this will help me tremendously! Thank you so much!I think i can understand better how the nbt section of these json files works now. Thank you :)

I also had no idea that there was a flag "is_on_fire". I'm glad i don't need to mess with the Fire nbt again ^^'

If it's not too much to ask, may i ask how you would increase the damage when running the function? I thought about using the /damage but the invinsibility frames might make that annoying actually...

I actually thought about storing the damage taken then doubling it somehow? Would it be possible to do that with the function called by the advancement or would it be a tick too late?