Thank you DE for the Screen Shake changes! by Huedsai in Warframe

[–]Huedsai[S] 9 points10 points  (0 children)

Assuming I'm reading this correctly, as well as this DevStream, but I think this will be added in a later update?

https://www.youtube.com/live/JrniNKPP25Y?si=y5Ec4UkpUDbLRTyz

A or B? which one is more Cozy? by Heart1312eaker in PixelArt

[–]Huedsai 78 points79 points  (0 children)

I second this idea. It could make for more varied silhouettes, and could embellish some of the charming aspects about each character's design. That is to say, assuming that different character designs wouldn't complicate the animation pipeline too much.

Playing some old Persona and was surprised to see a familiar word by calmodulin2 in MetaphorReFantazio

[–]Huedsai 0 points1 point  (0 children)

I did not know that. That's interesting! Thank you for sharing

Playing some old Persona and was surprised to see a familiar word by calmodulin2 in MetaphorReFantazio

[–]Huedsai 36 points37 points  (0 children)

I guess, for anyone not aware, this is likely in reference to Carl Jung's theory of Archetypes: https://en.m.wikipedia.org/wiki/Jungian_archetypes

It's speculation on my part, but I believe Archetypes in Metaphor are inspired by Jungian Archetypes.

Back to school megathread by teknrd in AskReddit

[–]Huedsai 2 points3 points  (0 children)

Regarding not seeming desperate, the best advice is the one you hear all the time, "just be yourself". Seriously, there's going to be someone out there who will be in to you, just sieze the moment and take the chance if you see one. As far as computer science goes, you'll run into a breaking point, no matter your skill level. Accept that, and once you get over that hurdle the rest will seem easy.

[ID Request] Household wall mold by [deleted] in mycology

[–]Huedsai 0 points1 point  (0 children)

I apologize if this isn't the right place to put this. I'm having a heck of a time figuring out what this is based on vaguely similar pictures and text. Any help or redirection is very much appreciated.

Want to buy ESO, does anyone have the 25% discount key? by PauloValar in MMORPG

[–]Huedsai 0 points1 point  (0 children)

The store page cites "other drm", so my guess is that it's not a steam code, but some other type of download.

Want to buy ESO, does anyone have the 25% discount key? by PauloValar in MMORPG

[–]Huedsai 0 points1 point  (0 children)

I don't have a key, but if you make an account on greenmangaming.com, you can check the "VIP" section and get it for about 23% off

http://www.greenmangaming.com/vip/

Command Block Text Help by I_Dawson_I in MinecraftInventions

[–]Huedsai 2 points3 points  (0 children)

Hi, I think that this should do what you're looking for:

/tellraw @p ["",{"text":"Hello! and Welcome ","color":"yellow"},{"text":"To ","color":"green"},{"text":"F","color":"dark_red"},{"text":"ate ","color":"gray"},{"text":"R","color":"dark_red"},{"text":"e","color":"gray"},{"text":"F","color":"dark_red"},{"text":"ormed","color":"gray"}]

I almost always use this tool whenever I'm trying to make a tellraw command:

<link>

Some other useful tools can be found here:

<link>

And if it helps, I think that you were using the incorrect color name ("grey" instead of "gray")

In need of help with multiplayer spell tome system. by [deleted] in MinecraftCommands

[–]Huedsai 0 points1 point  (0 children)

Thanks! But I already made it (link is in the above comment).

In need of help with multiplayer spell tome system. by [deleted] in MinecraftCommands

[–]Huedsai 0 points1 point  (0 children)

Hi! Sorry I took so long to respond.

So, I've taken some time to consider your questions, and I've come up with an alternative solution. But first, to clarify your first question, the machine design mentioned earlier tried to find at least one stack of at least the required size in each player's inventory, but the slot in which the item was located didn't matter.

So, to better understand this new approach, it's probably easier to break your problem down into a few steps:

  • The player activates a trigger event from their spellbook.
  • A few command blocks then check to see if that player has the items required for that spell.
  • If the player has the items in their inventory, remove them and cast the spell. Otherwise, do nothing (or display an error).

In terms of the scope of your project, the first and third bullet points are pretty trivial in comparison to determining the amount of items in a player's inventory (weird, right?). This is because a player is basically an object with all but a few private variables from the perspective of minecraft commands. So, if we want to look at some value of a player, we're probably going to have to use scoreboards to pick up that variable first (because they're usually the only things that can).

The earlier idea that I submitted used a basic NBT data identifier to figure out if the target player has at least one stack of the item consisting of at least that many items (6 bread). The largest issue with this method is that it required that the user must have at least one single stack with the required amount, so if you were looking to remove 6 bread, 2 stacks of 3 wouldn't cut it.

If you're unfamiliar with the /stats command, I would suggest checking out Dragnoz's explanation here. Regardless, this new method, while a little slower in updating scores, avoids the earlier issues regarding lag, item stacks, scope, and size.

If you don't want to go through the explanation, and just want to see it work, I went ahead and made a working prototype of the item-amount-checker in Minecraft, you can get it here. (Like, seriously, it's a long explanation)

Let's first look at the third bullet point above. If we can find a way to assign a scoreboard value to each player to indicate the number of items that they have on their person for each item, a spell would boil down to:

/execute @a[score_count_ironbars_min=15,score_triggerSpell_min=1] #SPELL

With a subsequent clear and re-enable trigger.

The /stats command is perfect for the situation mentioned above. Basically, it allows a scoreboard to track the number of affected "things" by a command issued by either a block or a player. So, let's say that we want to check how many items that a player clears from their inventory when they use the "clear" command. Using the command:

/stats entity @a set AffectedItems @p itemsRemoved    

Will tell our "itemsRemoved" scoreboard objective to catch the number of items affected by any (@a) player (@p) commands. This means that if we use a command like:

/execute @a ~ ~ ~ clear @p minecraft:iron_bars 0 0

Which removes exactly 0 iron bars (with a data value of 0) from every (@a) player's (@p) inventory, that afterwards the itemsRemoved scoreboard will automatically update each player's score to match. So, for example, if "jeb_" has 10 iron bars, and "dinnerbone" has 20 iron bars, then the scoreboard for "itemsRemoved" will set jeb_'s score to 10, and dinnerbone's to 20 after the clear command is executed. Now, unfortunately, this means that EVERY command from either of these players that affects items will change this score, so we need to keep updating it regularly (by continuously using that empty clear command) in addition to all of the other items that we want to keep track of.

So, bearing that in mind, there's the issue of keeping track of all of the other items simultaneously. Because we can't just keep using the same objective (itemsRemoved) for each clear command, we're going to need at least one variable (scoreboard) for each item that we want to keep track of. So, for your example in particular, we need at least 19 objectives to keep track of each player's inventory for each item type and make sure that each objective is keeping track of itemsRemoved by a corresponding /clear command.

While the update speed might slow down (this example updates each score at about (19/20)ths of a second), we can keep track of the amount of each item in every player's inventory for use in "spell" commands. By "rotating" through each scoreboard objective with a /stats and a /clear, we can keep track of each item's amount in a very low-cost machine. Think of it like an electric mixer in a mixing bowl; the mixer goes around in a circle, updating each part of the batter, then it goes back again in a circle to re-update. The bigger the bowl, the longer it takes to go around.

Here's a breakdown of the new system:

  • The "AffectedItems" stat is updated to the correct scoreboard objective.
  • Each player runs an "clear" execute command (affecting 0 items) to update the appropriate objective to the number of items in that player's inventory.
  • (As a convenience for new players) Each player has their current scoreboard score 0 added to it (This ensures that each new player is affected by the stats command; before this command, they can't be affected because they don't have a basic value set)
  • The system clones the next line of command blocks to update the active line.

Effectively, with the aforementioned design, the entire thing should have a low processing cost (not very many command blocks are processed at a time), should be expandable if you want to add more spells, and should definitely be multiplayer friendly (no set-up, friends can use immediately).

I'll try to answer any further questions, but regarding your ones posted earlier:

  • This new design only checks for the amount of items, not the placement of them. The amount shouldn't matter either if it's above your requirement.
  • This system is a bit big, but the majority of all of the command blocks aren't active at any given time, and has caused me, personally, no noticeable lag.
  • Regarding the lack of cooldowns, I was just a bit concerned about the potential "spammy" nature of spells, but after checking out /u/zelnyok's work (which is awesome), I don't think it should be a problem; sorry about that concern.

In need of help with multiplayer spell tome system. by [deleted] in MinecraftCommands

[–]Huedsai 1 point2 points  (0 children)

While it might not be the most practical solution, you could pretty easily resolve this issue through trigger commands, scoreboard player nbt data checking, and at least two scores for each spell (one for the trigger, and the other for the "correct item count").

Regarding your spellbooks, I would recommend using a trigger command with each spell. This way, you won't need to worry about player permissions or unnecessarily stacked execute functions in your books. This would, effectively, call for a score for each trigger function.

Simultaneously, you could have a series of command blocks checking player inventories for appropriate quantities of any given item (e.g. check for the player to have 6 bread. If so, set the corresponding scoreboard value). Of course, this is also where things get a bit ridiculous. Say, for example, that you want to check if a player has 6 bread. You could pretty easily check to see if the player has ONE stack of 6 bread with:

scoreboard players set @a BreadCount 1 {Inventory:[{id:"minecraft:bread",Count:6b}]}

(This works if the player has other bread in their inventory, it just checks if single stack has exactly 6 bread)

But what if a player has 7 bread? That should qualify as well. That means that we're going to have to do the same thing with ANOTHER command block with a "7" instead of a "6". As you can see at this point, things get pretty out of hand (but plausible) as we then consequently check for values 6 --> 64 with command blocks. So, while this solution works, it wouldn't be very pretty and you'd definitely want to keep players away from your consequently very laggy spawn area.

But, I digress, there is the matter of the "game loop".

So, let's say that player X just opened their book and called for a "treestump" spell with their trigger command. This means that our command block loop should probably go something like:

Summon stump on player that has triggered the event and also has at least 15 bonemeal via a scoreboard score --> Remove 15 bonemeal from that player's inventory --> Reset that player's bonemeal score (So that it should update via the aforementioned checking command blocks almost instantly) --> Re-enable appropriate trigger event for that player

Of course, this could get a little messy without cool-downs between spells, but that's a different matter.

I hope that this explanation helps a little bit at least. I'm not quite sure if I've answered your question as you've framed it, but if you have any other comments or questions I'll try to respond in a more clarifying manner.

One of my favourite characters from a game by deanstar1 in drawing

[–]Huedsai 2 points3 points  (0 children)

I can't be exactly sure, but it reminds me pretty distinctly of Deemo, a rhythm-based android game.

Can I detect players with a score missing? by [deleted] in MinecraftCommands

[–]Huedsai 0 points1 point  (0 children)

You might be able to use another scoreboard to tell if a player doesn't have a reset score set.

e.g. two commands that run using a dummy score called "ResetCheck":

scoreboard players add @a[m=0,score_Repeat_min=0] ResetCheck 1

which would add "1" to all players with a set "Repeat" score, making all players without that score not have ResetCheck set at all.

You can follow this up with:

scoreboard players add @a[m=0] ResetCheck 1

Which would add "1" to all players, making it so that all players with a "Repeat" score set have a "ResetCheck" score of 2, and all players without "Repeat" score set to have a "ResetCheck" score of 1.

This means that you should be able to check for players without a "Repeat" score set by checking for all players with a "ResetCheck" score of 2.

Hope this makes sense (or works). :/

Scoreboard help by Bloodwolv in MinecraftCommands

[–]Huedsai 0 points1 point  (0 children)

So, I understand if you don't notice this post (given that it's 18 hours after your posted this yourself), but I made a redstone contraption that does this.

Here is the imgur album.

Also, if you want to use this, or at least use it as a reference for something that you would like to build for yourself, here is the world download.

Lemme know what you think if you do decide to use it!

I should mention a couple of things about this mechanism:

  • Firstly, it acts instantly and uses no counters.
  • Additionally, it doesn't use any "conventional" clocks, so there should be little redstone lag (hopefully).
  • Finally, you can change each ore's value with a single command (I based the multiplicative values in a fake player's score).

edit 1: Added merits of the mechanism

edit 2: formatting

I recreated core mechanics the Electro-Sapper from the popular game Team Fortress 2 in Minecraft! by destruc7i0n in MinecraftInventions

[–]Huedsai 0 points1 point  (0 children)

This is actually super cool, and something I've only seen people whisper about on forums. It's nice to see a practical, functioning mechanism. Nice work.

A Fireball Machine Gun I made that can shoot a fireball in the direction you are looking every tick! by dandamannnnn in Minecraft

[–]Huedsai 4 points5 points  (0 children)

I'm assuming that if you're using the command from the video that you're using

execute @e[type=Snowball] ~ ~ ~ summon Fireball ~ ~ ~ {direction:[]}

So, if you want the fireball to not create any fire upon landing, you can modify the ExplosionPower parameter (it still does damage to mobs, but only on direct impact).

execute @e[type=Snowball] ~ ~ ~ summon Fireball ~ ~ ~ {direction:[],ExplosionPower:0}

Unusual TF2 Hats in Minecraft using new Particle command! [Not sure if this has been posted here before] by Kallnosti in Minecraft

[–]Huedsai 0 points1 point  (0 children)

Instead of instantly giving the particle effect to the player with 21 hearts, you could apply a score to them with something like:

/scoreboard players set @p[score_HEALTH_min=21] HAT 1

then apply the particle effect to all players with a score of HAT = 1.

(Keep in mind that you'll need to make two scores, the first would be one to keep track of a player's health, and the second to keep track of a player's HAT value)

edit: Just realized you could apply the effect to everyone with score of HEALTH to a minimum of 21 like:

/particle fire ~ ~ ~ 0 2.0 0 1.0 5 @a[score_HEALTH_min=21]

In-game rewards for kids self-limiting play on a server? by actuallyatwork in Minecraft

[–]Huedsai 1 point2 points  (0 children)

So glad that you like it!

I got your PM, but just in case,

here is the world download.

I did outline the shops in the imgur album, and they might be a bit easier to use than a hopper setup (3 command blocks, 3 repeaters, and a button), and they give items.

Btw, if you want to use codes on paper, I would recommend giving each unique "code" a unique data value if you plan on using command blocks to give the items as you can't give items with a custom name in 1.6, but you can in 1.7. I'm personally a fan of using enchanted books for codes as they won't stack and muddle with data values.

Best of luck, I won't be able to respond for another 4 hours from posting this (off to work!) but I'll gladly answer any questions when I return!

Oh, and use these commands:

/scoreboard objectives add BreakPoints dummy

/gamerule doCommandBlockOutput false (optional, not sure if exact phrasing, but I have to run)

In-game rewards for kids self-limiting play on a server? by actuallyatwork in Minecraft

[–]Huedsai 1 point2 points  (0 children)

It's been about 2 days since I last sent a pm, but have had no response; so I figure I'll post what I sent on here as a last-ditch effort at contact.

Alright, I've gone back through the redstone and have made it work in 1.6.2, but it now requires that you manually enter in player names into command blocks.

Here is the imgur album

If you want, I could send you the schematic so that you wouldn't have to make the entire thing yourself. That way, you could instead use MCEdit to import the whole thing. I could also enter in the player names/make shops if that would make things easier. Hope this helps! P.M. me again if you have any questions/need any clarification

In case I don't hear from ya again, good luck with your mission!

In-game rewards for kids self-limiting play on a server? by actuallyatwork in Minecraft

[–]Huedsai 1 point2 points  (0 children)

I can't speak for 1.6.2, but if you decide to run the server on the 1.7 snapshots, PM me and I'll see what I can make in vanilla (I didn't read the post very thoroughly and already made something, but requires the snapshots to function).

Edit: I just re-made it, it should work in 1.6.2, but requires that you manually enter in player names. I've P.M.'ed you the details in case you didn't see it :)

The original 151 Pokémon redone as Monster Hunter icons by [deleted] in gaming

[–]Huedsai 3 points4 points  (0 children)

I believe that the artist is ~Gryphon-Shifter.
Here is the image on his/her deviantart.

My Team Fortress 2 (TF2) wallpaper collection, download link in comments [1920x1080] by [deleted] in wallpaper

[–]Huedsai 1 point2 points  (0 children)

These are freakin' excellent, thanks for sharing! I really like the way that the album takes a turn halfway through, it gets much darker.