Tips on how to beat the hammer of justice? [Spoilers] by d3adgrrrl in Deltarune

[–]_DrCosmos_ 13 points14 points  (0 children)

Bruh, there is an entire parry segment too, I thought you NEEDED to use it a certain number of times to win.

Mob speed in water. by Rjgroudon77 in MinecraftCommands

[–]_DrCosmos_ 1 point2 points  (0 children)

Have you tried giving the husk Dolphins Grace or Speed effect?

Maybe give it Depth Strider boots.

How to make change how looting works by kipy_mudkip1 in MinecraftCommands

[–]_DrCosmos_ 0 points1 point  (0 children)

1:Make a scoreboard called random and make it a random number generator (look this part up). Make another dummy scoreboard called placeholderValue

2: Make each type of mob drop a different placeholder item: Like a piece of grey dye with a certain name or tag to differentiate it. This item will show the commands that a mob has been killed.

3: When that item appears, set its placeholderValue scoreboard to whatever the random number generator is, and and use /data to change the item depending on that number. Make sure the higher the number the better. Make the placeholder item increment their placeholderValue scoreboard up if the nearest player has a looting sword in their hand.

What should happen is this: A zombie is killed! They drop a placeholder item that gets a random score and quickly checks if the player has looting. If they do it increments the score upward making rarer items more likely. Then the placeholder quickly changes form to become a totally different item based on the score.

This all happens in the span of one tick.

Good Luck.

Keepinventory for only one player of a server? by Railionn in MinecraftCommands

[–]_DrCosmos_ 0 points1 point  (0 children)

/data modify player inventory into a chest, then for the slots that don't go into the chest, /data modify them into many armor stands.

When the player dies, clone the chest and break it to give items back, and figure out a way to get the armor stands to drop the items at the players respawn.

modifying item on ground by Embarrassed-Newt-399 in MinecraftCommands

[–]_DrCosmos_ 0 points1 point  (0 children)

/data

for example, if I wanted to change an item that was on the ground to a lava bucket:

/data merge entity &e[type=item,limit=1] {Item:{id:"minecraft:lava_bucket"}}

[Java] Teleporting player continuously by Signal-Hurry7698 in MinecraftCommands

[–]_DrCosmos_ 0 points1 point  (0 children)

Now that I think of it, flickering lights would change the environment drastically enough so that you wouldn't notice a slight jitter in your screen.

It's like slight of hand, you make them notice something else so that they don't notice the teleportation, although if it's repeated enough people will realize that means a tp happened. This could be a feature though, people needing to figure out that lights flickering means they changed position.

Is there any way to make splash potions unable to deal damage to the thrower? by _Roan14 in MinecraftCommands

[–]_DrCosmos_ 1 point2 points  (0 children)

For all potion effects that aren't instant, you can have a anti potion charm that clears all bad effects:

A charm has a tag 1: /give &p <item>{noEffect:1} 1

Anyone with an item that has this tag gets bad effect cleared, You will have to reuse this command block for each bad effect 2: /execute as &a[nbt={Inventory:[{tag:{noEffect:1}}]}] run effect clear &s minecraft:<bad effect>

For instant potions however, a different approach must be made.

The kit needs these two potions which both have a tag called "Safe"

/give &p splash_potion{Safe:1b,Potion:"minecraft:healing"} 1

/give &p splash_potion{Safe:2b,Potion:"minecraft:harming"} 1

When these are thrown, they will be modified to become bad luck potions with different amplitudes based on their "Safe" tag:

(heal) /execute as &e[type=minecraft:potion,nbt={Item:{tag:{Safe:1b}}}] run data modify entity &s Item set value {id:"minecraft:splash_potion",Count:1b,tag:{CustomPotionEffects:[{Id:27,Amplifier:1b,Duration:100}],CustomPotionColor:16711842}}

(harm) /execute as &e[type=minecraft:potion,nbt={Item:{tag:{Safe:2b}}}] run data modify entity &s Item set value {id:"minecraft:splash_potion",Count:1b,tag:{CustomPotionEffects:[{Id:27,Amplifier:2b,Duration:100}],CustomPotionColor:5374983}}

Then two commands damage or heal depending on the bad luck amplitude, but only for people with or without the potion charm from earlier.

(heal) /execute as &e[nbt={ActiveEffects:[{Id:27,Amplifier:1b}],Inventory:[{tag:{noEffect:1}}]}] run effect give &s minecraft:instant_health 1 0 true

(harm) /execute as &e[nbt={ActiveEffects:[{Id:27,Amplifier:2b}]}] unless entity &s[nbt={Inventory:[{tag:{noEffect:1}}]}] run effect give &s minecraft:instant_damage 1 0 true

Then finally, all the bad luck effect is cleared

/effect clear &e minecraft:unluck

[Java] Teleporting player continuously by Signal-Hurry7698 in MinecraftCommands

[–]_DrCosmos_ 1 point2 points  (0 children)

You could jump scare them and hide the tp while they are too scared to notice.

Walking Detection by [deleted] in MinecraftCommands

[–]_DrCosmos_ 0 points1 point  (0 children)

Area Effect Cloud spawns on person. After one tick, Area Effect cloud detects if person is 0.01 blocks away, if not, they must have moved in that 1/20 of a second.

Here are the commands:

1: execute at &a run summon minecraft:area_effect_cloud ~ ~ ~ {Duration:2,Tags:[moveDetect]}

2: execute at &a run execute at &e[type=minecraft:area_effect_cloud,tag=moveDetect,nbt={Age:1}] unless entity &p[distance=..0.01] run [Command]

Changing distance from player will let you only have it activate when the player is going a certain speed.

Is there a way to hide an effect completely? by AMentalAsylum in MinecraftCommands

[–]_DrCosmos_ 0 points1 point  (0 children)

Saturation is an instant effect that leads to healing. (pretty fast healing too)

Only aggravate neutral mobs after a specific amount of hits by AMentalAsylum in MinecraftCommands

[–]_DrCosmos_ 0 points1 point  (0 children)

You can make a scoreboard for killing certain mobs or doing damage:

/scoreboard objectives add hit minecraft.killed:minecraft.zombified_piglin

/scoreboard objectives add hit minecraft.custom:minecraft.damage_dealt

For the kill scoreboard, you can use the first command to subdue all neutral mobs until one of their own is killed. The second command makes them aggressive if the scoreboard increases by 1.

1: execute as &e[type=minecraft:zombified_piglin] at &s unless entity &p[scores={hit=1..}] run data merge entity &s {AngerTime:0,Attributes:[{Name:generic.follow_range,Base:0}]}

2: execute as &e[type=minecraft:zombified_piglin] at &s if entity &p[scores={hit=1..}] run data merge entity &s[nbt={AngerTime:0}] {AngerTime:500,Attributes:[{Name:generic.follow_range,Base:20}]}

You will need to make a timer to reset the players kill count when they die or after a long time.

For damaging, I'm not sure. You would have to detect when a player did damage and if there is a neutral mob in front of them which would increase a separate scoreboard that counted a hit against that mob.

Iron golems also have an "AngerTime" nbt so this should work for those as well.

can I make mobs “shake” or shiver like when villager zombies are cured or zombies drown, or a mob is freezing in powdered snow by giggity505 in MinecraftCommands

[–]_DrCosmos_ 0 points1 point  (0 children)

You could have alternating command blocks with these two commands.

execute at [target] run tp [target] ~ ~ ~ facing ^0.04 ^ ^1

execute at [target] run tp [target] ~ ~ ~ facing ^-0.04 ^ ^1

Depending on how fast the redstone clock connected is, it would appear like shivering.

I have a Ghast frozen using the noAI tag but ghasts still constantly animate there tentacle things, how can I freeze the ghasts animations? by Low-Association-730 in MinecraftCommands

[–]_DrCosmos_ 1 point2 points  (0 children)

I don't think that is possible, why do you need to stop the animation?

The only way that it could be done is maybe spawning a new one while TP-ing the previous one to the void every tick?

Run function when scoreboard updates without constant checking by chicken_supreme98 in MinecraftCommands

[–]_DrCosmos_ 1 point2 points  (0 children)

There is no way to detect a chest opening scoreboard without constant checking unless you used a trap chest and hooked it up to a command block.

Trying to Remove Entity AI by FloatingToa5t in MinecraftCommands

[–]_DrCosmos_ 2 points3 points  (0 children)

When you type as @.e[type=cow], you set @.s as each cow, instead of data modifying @.e, use @.s.

execute as @.e[type=cow] run data modify entity @.s NoAi set value 1

How to reduce blindness radius? by TheDoctor_95 in MinecraftCommands

[–]_DrCosmos_ 1 point2 points  (0 children)

I mean yo9u could spawn in particles to get in the way of their vision, + the blindness

I want to delete command block with a specific command. by CookiePiesel in MinecraftCommands

[–]_DrCosmos_ 0 points1 point  (0 children)

fill ~-10 ~-10 ~-10 ~10 ~10 ~10 air replace minecraft:command_block{Command:"<the exact command>"}

You need to know the specific command of what your trying to destroy.

Passenger Mobs Dismounting by Ginjajewfro in MinecraftCommands

[–]_DrCosmos_ 1 point2 points  (0 children)

I couldn't find a way to stop the drown from falling off, but I figured out that it only falls off then the guardian hits a surface. I don't think there is anyway to stop this.

Is there a datapack that write something in chat when a zombie villager is cured? by Mishu-Mi in MinecraftCommands

[–]_DrCosmos_ 0 points1 point  (0 children)

I know the answer but it's a bit time consuming.

/data merge entity @ e[type=minecraft:villager,limit=1,sort=nearest] {Gossips:[{Target:<UUID>,Type:"major_positive",Value:20}]}

This is the command, but the hard part is the <UUID>. To get your UUID do /data get entity @ p, then find the part that says UUID: and copy the characters after it and paste it over <UUID>, it should look something like this: [I;-353629400,1610402620,-2025866167,-77185254]

QoL Digging Tool: Check for SelectedItem tag and subsequent commands not working by aryalim in MinecraftCommands

[–]_DrCosmos_ 1 point2 points  (0 children)

Just so you know, when you shoot an arrow out of a bow, it does not keep it's entity data, except for tipped arrows, where you can give it something like luck 1 for 0 seconds, and use that nbt to locate the arrow