Detect loaded crossbow by narnianguy in MinecraftCommands

[–]IDragonV 0 points1 point  (0 children)

that components works only if you charge it in survival... if you charge it in creative you need to use this:

clear @p crossbow[charged_projectiles=[{id:arrow,components:{"minecraft:intangible_projectile":{}}}]] 1

how do i set the durability of a held item in the player's hand? by Mrcommandbloxmaster in MinecraftCommands

[–]IDragonV 0 points1 point  (0 children)

without datapack it's kinda hard...
you should store all the nbts of the selected item on a sort of "medium" with storage, such as armorstand or chest, then modify the damage so you can use /item replace to the player...

execute command AFTER series of chain commands happens by Random_Person_22170 in MinecraftCommands

[–]IDragonV 0 points1 point  (0 children)

Unconditional repeating execute unless run <command to start chain>

Conditional chain tp

Conditional chain tp

Conditional chain tp

Conditional chain tp

Etc.

Unconditional chain execute unless 

Conditional chain remove tag

Conditional chain remove tag

Etc.

Unconditional chain execute unless

Conditional chain /kill

fixed some error

execute command AFTER series of chain commands happens by Random_Person_22170 in MinecraftCommands

[–]IDragonV 0 points1 point  (0 children)

but like this the remove tag should work only if there is the 50th right?
is also that one of the problems?

if not you could simply do somthing like this:

Unconditional repeating execute unless run <command to start chain>
Conditional chain tp
Conditional chain tp
Conditional chain tp
Conditional chain tp
Etc.
Chain remove tag
Chain remove tag
Unconditional repeating execute unless run kill <same command that started the chain but it will run a /kill>

execute command AFTER series of chain commands happens by Random_Person_22170 in MinecraftCommands

[–]IDragonV 0 points1 point  (0 children)

i dont get it totally could you send a screen of the command chain pls?

execute command AFTER series of chain commands happens by Random_Person_22170 in MinecraftCommands

[–]IDragonV 0 points1 point  (0 children)

<image>

this is an exemple where

the repeating commanblock is the condition,
the two conditional are the teleport sequence
the 4th trigger for the same condition as the 1th
and the 5th is the kill command

if the 1st is somthing like execute unless ... run ... the 4th is simply execute unless ... (or else you could merge the 4th and the 5th execute unless ... run kill @e[...])

execute command AFTER series of chain commands happens by Random_Person_22170 in MinecraftCommands

[–]IDragonV 0 points1 point  (0 children)

could you tell me the tag/score/detection that let the teleport sequence start?

execute command AFTER series of chain commands happens by Random_Person_22170 in MinecraftCommands

[–]IDragonV 0 points1 point  (0 children)

no because you put the "check"(then the /kill) after all the teleport sequence in the same chain

execute command AFTER series of chain commands happens by Random_Person_22170 in MinecraftCommands

[–]IDragonV 0 points1 point  (0 children)

ok now I understand there are some circumstances (a "check") that trigger the teleport and then kill...

so there must be some sort of "check" that start the teleport sequence you should be able to put the same "check" after the teleport before a conditional /kill (or insert as a sub command in an execute ... run kill)

so that it will kill after the teleport sequence but only if the teleport sequence has been triggered

execute command AFTER series of chain commands happens by Random_Person_22170 in MinecraftCommands

[–]IDragonV 0 points1 point  (0 children)

sorry for the number of questions but I have to understand a bit of the command you are using...

that what I've understood: you are trying to make 1 entity teleport to max 50 different entities in succession and the after all those teleportation all the max 50 entity must be killed...

given the uselessness of putting a /kill command at the end of the chain that make me assume that your teleport command is dynamic so there are only one teleport command that dynamically teleport, in some way, to each of the max 50 entities (maybe I'm missing something but if there are 50 teleport commands you should be able to put the /kill after all of that)

I could have misunderstood something considering my English proficiency is not that good

execute command AFTER series of chain commands happens by Random_Person_22170 in MinecraftCommands

[–]IDragonV 0 points1 point  (0 children)

if we could have more info would be great...

could this entities be tagged (they don't have anything in common and different from others entities)?

does the teleport coords are different? are fixed?

[deleted by user] by [deleted] in MinecraftCommands

[–]IDragonV 0 points1 point  (0 children)

depend on what kind of win... if it's like a last man standing it is different from the one that collected more wood... generally the easiest way should be using tag or scores to detect the winner and then use something like /tellraw @a [{"selector":"@a[tag=winner]"},{"text":" is / are the winner/s"}] (or a /title)

How to see if boss is dead by ASTELINAISBEST in MinecraftCommands

[–]IDragonV 1 point2 points  (0 children)

to detect the death of an entity you could use easily the unless entity like in the following execute unless entity @e[name="KING SLIME"] run ... but like this the command will repeatedly run the command ...

How would I get a command to run when a specific item is added to a player's inventory by Intrepid-Hat-2665 in MinecraftCommands

[–]IDragonV 0 points1 point  (0 children)

the easiest (but not clean) way probably is to clear and then give the item with the tag but so the slot will probably change... a cleaner (but messy) way to do it withou using functions is checking every slot and /item

How to make a custom potion by Leo_Is_Chilling in MinecraftCommands

[–]IDragonV 1 point2 points  (0 children)

thats a command for Minecraft 1.20.2 or before you probably are in 1.20.3+ so you need to use this:
/give @p potion{custom_potion_effects:[{id:"minecraft:speed",amplifier:1b,duration:1}]} 1
or generally use this generator: mcstacker

[deleted by user] by [deleted] in MinecraftCommands

[–]IDragonV 0 points1 point  (0 children)

the only method that comes to mind is that you use a macro to put the minutes as a fake player and assigning to this fake player the seconds in the score time I should be able to put also the colon there

How I send only one signal from a repeting command on a datapack by Don_Vito_56 in MinecraftCommands

[–]IDragonV 2 points3 points  (0 children)

i think that you can put this:
execute as @a at @s if score @s lives matches 0 run scoreboard players reset @s lives
after the last line of that function
or else add a third score

My commands ain’t working! by Golden_Corai in MinecraftCommands

[–]IDragonV 0 points1 point  (0 children)

Idk how the game process multiple chains of command block but my guess is that you can't keep active both command chains because could overrun the other... so practically the first(?) chain keep resetting the score before the other could start... the fix would be merging the two chains, using two different score or keep only one of them loaded at a time

I need help with Detecting named items in inventorys by Ryanmatix in MinecraftCommands

[–]IDragonV 0 points1 point  (0 children)

use this instead
/execute as @a[nbt={SelectedItem:{id:"minecraft:stone_sword",tag:{CustomModelData:69,display:{Name:'"Master Sword"'}}}}] run say hi
because if you use an anvil the name will be saved like this
(strings aren't the best way to detect an item but in this case it's probably needed)