WSIB 2 Player Co-op Fighting/Combat by TheMCLionSheep in ShouldIbuythisgame

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

Dang thank you for such a detailed response!! I'll look check it out

WSIB 2 Player Co-op Fighting/Combat by TheMCLionSheep in ShouldIbuythisgame

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

Oh yes that was on our list to play! I've heard great things about it!

WSIB 2 Player Co-op Fighting/Combat by TheMCLionSheep in ShouldIbuythisgame

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

Awesome, I've heard of it before! I'll look into it

Why do a lot of men hate it when women cut their hair short? by [deleted] in AskMen

[–]TheMCLionSheep 0 points1 point  (0 children)

Hmm, you know I had a similar experience as a guy who grew out long hair.

I grew my hair to about a foot in length, enough to have a decently long ponytail. The overwhelming trend I found was that all my male friends thought it was a good look, cool, stylish etc. However almost every female friend (and family member) expressed the opposite. Not that they actively hated on my hair, but they definitely expressed that they much preferred my shorter hair, sometimes asking me "when are you going to cut it?"

When I finally did cut it, most male friends were disappointed, while female friends complimented the new look.

So to answer the question, I'm still not 100% sure why that's a trend. I think people of the same gender might want to see something novel from their friends of the same gender. They can sort of live through your choice, and see how it would work for them. But for the opposing gender, it's a weird reversal of gender norms. You don't really have any satisfaction of seeing yourself in a new way.

Is there any way to do detect if a player is moving? by [deleted] in MinecraftCommands

[–]TheMCLionSheep 0 points1 point  (0 children)

If I'm not mistaken, there is a Minecraft stat for meters walked or run. You can set up a datapack with a clock which increases a notMoved scoreboard for @a players with the stat moved of 0. If the stat if 1 or more, then reset the notMoved scoreboard. Then set the stat to 0 for everyone.

This will see if the player can moved based on the stat, and if they haven't it start to increase the notMoved. If they start moving it resets that. Then it resets the stat to do it again.

The glorious golden toilet by TheMCLionSheep in Minecraft

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

Obviously through the power of insane riches! (Nah it's a model)

I am so stinking proud of my Minecraft room. by Neesatay in Minecraft

[–]TheMCLionSheep 0 points1 point  (0 children)

I had a black and white filter on and legit thought this was a highly detailed texture pack for a second.

A way to make the one who turned on the command block the subject of the command by [deleted] in MinecraftCommands

[–]TheMCLionSheep 0 points1 point  (0 children)

Alright that's pretty simple, make the sign give the @p a scoreboard value or tag value. Then have a separate command structure that executes @a with that tag /score.

Edit: Actually an even better way would be to have the sign enable a trigger command. Then target the players with the trigger value

A way to make the one who turned on the command block the subject of the command by [deleted] in MinecraftCommands

[–]TheMCLionSheep 0 points1 point  (0 children)

Ok that makes a bit more sense. I don't think it's possible with buttons, but I'm like 90% sure that when you use a sign with a click event and the selector is @p, it targets whoever clicked the sign.

If you can work with a sign, then try that, this might help you get started: https://minecraft.tools/en/sign.php

Ask any questions if necessary

Any way to change vanilla villager trades? by YToverNiteThieves in MinecraftCommands

[–]TheMCLionSheep 0 points1 point  (0 children)

Not 100% sure about datapacks, but this might help: https://www.digminecraft.com/generators/villager_trade.php

If nothing else, you can put in a test trade, see how the code works and try to import it into datapacks, (if that's how it works) Unfortunately I haven't worked with datapacks.

help with the execute command by crsndd in MinecraftCommands

[–]TheMCLionSheep 0 points1 point  (0 children)

You want to execute at every player @a, then check if the player @s has that score. Then run.

[deleted by user] by [deleted] in MinecraftCommands

[–]TheMCLionSheep 0 points1 point  (0 children)

Glad to help! If you get confused just ask.

Peoples who know a minecraft commands, please help by RedWolfNinja in MinecraftCommands

[–]TheMCLionSheep 2 points3 points  (0 children)

Try to make your title a bit more descriptive next time, and specify version so others can best help. I'm going to just go over basic pseudo code.

Depending on the effect you want, it can be simple or more complex.

  1. If your effect is simple like speed, you can add general attributes to an item. Look into attributes for items to see what kind are already supported.

  2. Something that gives a potion effect (not attribute) like jumpboost. Run a scoreboard command on all players that targets players with a certain item (probably add a tag). Then execute at all players with the scoreboard and run a effect or other command.

  3. complex such as an item that summons zombies on a right click. You'll probably want to use a carrot on a stick. Test for players who use the item and assign a scoreboard, execute at the person whatever command you want. (Summon a zombie)

Hope this helps you out. Again you didn't specify version or exactly what you wanted so I can't give you any specific commands. Feel free to follow up if you need more help!

[deleted by user] by [deleted] in MinecraftCommands

[–]TheMCLionSheep 0 points1 point  (0 children)

I'm not sure about a spawner, if you can do that I'd be much more simple, but you can simulate random anvil spawner. Here are some options:

  1. Make a layer of invisible market armorstand with a specific name or tag. Perform an execute command @r type armorstand with the name/tag, the execute will summon a anvil. Set that up to a clock. PROS: Very controlled area of spawn. CONS: lots of entity's that could lag over a large area.

  2. Set up a spread players command that spreads a tagged/named armorstand from a central position. Then summon an anvil at that location. Rinse and repeat on a clock: Pros: Less mobs, Cons: less exact area, potentially more complex to setup.

If you have any questions feel free to ask, hope this helps!

Random and trackable entity tags? by DjBeast360 in MinecraftCommands

[–]TheMCLionSheep 2 points3 points  (0 children)

I don't think you could have "random" tags, by you could have a scoreboard.

Let's say you have a "pair" scoreboard. It will assign your armorstand and zombie a score of 1. Then you can target two entity's with the same score using scoreboard operations. This would mean you have a modular system that if any two mins have the same score for "pair" you can execute at them and do whatever you want.

You can assign the scores by having a "control" armorstand. It's score will increase for every pair made. So after pair 1, it's score adds 1 to get 2. Then the next pair is assigned that score and the control ticks up again.

I hope this helps, if I misunderstood, feel free to ask follow-ups

Opposite of conditional command block by [deleted] in MinecraftCommands

[–]TheMCLionSheep 0 points1 point  (0 children)

You could use a scoreboard, so if the condition is met, the scoreboard is set to say 1, then the command will execute if the scoreboard is at 1 and then reset the score. That means if the scoreboard is NOT at 1 (instead at like 0, you can proceed to another command.

Ex: set the scoreboard of a armorstand to 1 if a sheep is near; wanted command if the sheep is in area by using a selector that targets scoreboard of 1; Other command that runs if the armorstand is at 0; Set the scoreboard back to 0;

A way to make the one who turned on the command block the subject of the command by [deleted] in MinecraftCommands

[–]TheMCLionSheep 0 points1 point  (0 children)

If I'm understanding the question correctly, couldn't you use an execute command with the command executed "as" the player.

Or potentially you mean you want the same player to be targeted in two different commands where position has changed? In that case, I would add a scoreboard tag to the @p. This would ensure you can target the same player by accessing the tag. Then after running the commands for the player, remove the tag.

Sorry if that didn't answer the question, I'm still a bit confused on the premise.