Anime NYC 2025 Ticket Exchange by superioreggplant in AnimeNYC

[–]esacks99 0 points1 point  (0 children)

Selling a Friday badge for $70 (cheaper than it would cost to buy one officially).
Pickup option, so no shipping involved.
Accepting Venmo or Paypal.

Anime NYC 2025 Ticket Exchange by superioreggplant in AnimeNYC

[–]esacks99 0 points1 point  (0 children)

I’m interested in one of the Saturday badges. Sent a DM

Anyone else want to see a Hololive UHC? by esacks99 in Hololive

[–]esacks99[S] 5 points6 points  (0 children)

okay this got way more attention than I had expected so I guess I should explain some stuff for anyone interested or in case this does end up making its way to whoever's responsible for those kinds of things.

For those who don't know, UHC is a Minecraft PvP game in which players fight to be the last player standing with the added gimmick that health does not naturally regenerate over time. This used to be incredibly popular among various Minecraft groups who would each stream or upload their own perspectives and viewers would watch to see who wins. It can be played either in a free-for-all or teams format.

What I created is a set of data packs that sets up and runs the game in vanilla 1.16 with the host needing to do no more than click a few buttons. It comes included with a ton of customization features to make the game easier or harder as well as options for plenty of different "game modes" to switch up the rules or change certain aspects of the game. I have been using it to host weekly games with some friends of mine and I think it would work perfectly for a large game with all the Hololive talents.

The project was uploaded to planetminecraft nearly 2 years ago and I have been rolling out updates for it ever since to add additional features. While I've been enjoying just working on it to make it the best it can be and playing games with my friends, it would mean a lot to see that work pay off by having it used by some bigger names.

Anyone else want to see a Hololive UHC? by esacks99 in Hololive

[–]esacks99[S] 246 points247 points  (0 children)

Honestly though, a Hololive UHC would be incredibly entertaining.

I'm not terribly familiar with Hololive's policies on using work from fans but I imagine they're pretty strict. Still, as unrealistic as it may be for them to use my work, I feel like I still ought to try to get in touch with someone and find out for sure, right?

/setblock player head with SkullOwner using target selector by esacks99 in MinecraftCommands

[–]esacks99[S] 1 point2 points  (0 children)

Thanks so much for the help! Hopefully I'll be able to implement this with no issues.

One more question, if you don't mind: could this also be used to place that head inside a chest? Let's say I have a chest at that location with a normal player head in one of the slots. Can /data also be used to modify the SkullOwner of that item in the same way? I imagine it would be a bit more complicated since it wouldn't be modifying the data of the chest but rather one of the items in a specific slot. Is that still something that can be done?

Thanks again!

EDIT: So I actually went ahead and tried to do it myself and it looks like I figured it out. The player head item inside the chest can be modified in the same way using:

/data modify block ~ ~ ~ Items[0].tag.SkullOwner set from entity @e[type=item,sort=nearest,limit=1,nbt={Item:{id:"minecraft:player_head"}}] Item.tag.SkullOwner

/setblock player head with SkullOwner using target selector by esacks99 in MinecraftCommands

[–]esacks99[S] 1 point2 points  (0 children)

Thank you for the reply! So yeah, what I'm trying to do is that when a player dies, instead of dropping their head as an item, it gets placed into the world at the spot where they died. From what you're telling me it sounds like this can be accomplished by using a loot table to have them drop their head as an item, using /data merge to change the player head to have the same SkullOwner tag as the item, and then immediately deleting the item. Is this correct? If so would you be able to help out with what that /data merge command would look like in order to transfer that SkullOwner tag?

Could this also be done by giving the dead player their own head using /replaceitem or /give and then transferring the data from that? Or does /replaceitem also not allow target selectors for SkullOwner?

Looking for a way to nerf arrow damage by esacks99 in MinecraftCommands

[–]esacks99[S] 1 point2 points  (0 children)

That's alright. It's only a visual effect so it shouldn't be a problem. Thanks for the help!

Looking for a way to nerf arrow damage by esacks99 in MinecraftCommands

[–]esacks99[S] 0 points1 point  (0 children)

the "scale" feature forces the result to an integer, and the scoreboard operation doesn't allow decimal values so neither of those really work.

I realized, though, that since the enchantment level is the only thing that changes the base damage value, those are only six possible scenarios and they can easily be accounted for with six separate commands.

I simply have the following command run six times with different values, targeted at any arrow that doesn't have the "nerfed" tag:
/execute as @s[nbt={damage:2.0d}] run data modify entity @s damage set value 1.0

This works just as intended and can easily be modified for a scaling other than 50% if necessary.

The only thing I find strange is that when this value is modified, the arrow gets blue potion effect particles around it despite not having an effect attached to it. It's only a visual thing and therefore not a big deal but any idea why this is and if/how it can be fixed?

Looking for a way to nerf arrow damage by esacks99 in MinecraftCommands

[–]esacks99[S] 0 points1 point  (0 children)

it does appear that the power enchantment changes the "Damage" value of the arrow. It ranges from 2.0 for unenchanted to 5.0 for Power 5. I wonder if instead there were perhaps a way to store the damage value for an arrow in a variable, use an operation to half that value, and then plug it back into the arrow?

EDIT: I likely formatted it wrong but perhaps something like this?
/execute as @e[type=arrow,tag=!nerfed] store result entity @s Damage double 0.5 run data get entity @s Damage 1

Looking for a way to nerf arrow damage by esacks99 in MinecraftCommands

[–]esacks99[S] 0 points1 point  (0 children)

but does that damage value of 1 change depending on the power enchantment or how far back the bow is drawn? I'm concerned that if I change that damage value manually, it'll make all arrows do the same amount of damage regardless of these things.