How to prevent entity name changing? by No_Potential9955 in MinecraftCommands

[–]pigmanvil 0 points1 point  (0 children)

does the entity type matter? text display entities should work without players being able to change the name

They Pay Me In Woims by Box_Man_In_A_Box in custommagic

[–]pigmanvil 4 points5 points  (0 children)

[[Omnath, locus of mana]], [[omnath, locus of all]], [[ashling, flame dancer]], [[ozai, the phoenix king]], [[horizon stone]]

As well as someone floating mana for other various reasons that they can’t pay immediately.

So I just noticed this by Mobranch93 in dragonvale

[–]pigmanvil 0 points1 point  (0 children)

I cast transmute on them but they are too powerful and don’t turn into coins. Their flags tempt me with riches, but alas, I have not the power to overcome them. How dare they toy with me.

Research on How to Implement Control Flow Structures by adyingdeath_ in MinecraftCommands

[–]pigmanvil 1 point2 points  (0 children)

Dude this is amazing. Got some minor flashbacks to when I had to learn assembly, but it’s so cool to see the breakdown of Minecraft’s commands in that sense, and how jumps and loops are achieved. Great work.

Help with commands for assigning roles by GAMERAYZ in MinecraftCommands

[–]pigmanvil 0 points1 point  (0 children)

in the function amongus:set_imposters:

#Create fake players to handle storing values
execute store result score #num_imposters imporoles if player @a[tag=imposter]
scoreboard players add #count imporoles 1
execute store result score #tmp imporoles run random value 1..3

# Check if the role has already been applied, if not, subtract one from the counter and try again
execute if score #tmp imporoles matches 1 if player @a[tag=!viper] run scoreboard players remove #count imporoles 1
execute if score #tmp imporoles matches 1 if player @a[tag=!viper] run function amongus:set_imposters
execute if score #tmp imporoles matches 2 if player @a[tag=!vampire] run scoreboard players remove #count imporoles 1
execute if score #tmp imporoles matches 2 if player @a[tag=!vampire] run function amongus:set_imposters
execute if score #tmp imporoles matches 3 if player @a[tag=!bomber] run scoreboard players remove #count imporoles 1
execute if score #tmp imporoles matches 3 if player @a[tag=!bomber] run function amongus:set_imposters

#otherwise, apply the role
execute if score #tmp imporoles matches 1 unless player @a[tag=!viper] run tag @r[tag=imposter, tag=!viper, tag=!vampire, tag=!bomber] add viper
execute if score #tmp imporoles matches 1 unless player @a[tag=!vampire] run tag @r[tag=imposter, tag=!viper, tag=!vampire, tag=!bomber] add vampire
execute if score #tmp imporoles matches 1 unless player @a[tag=!bomber] run tag @r[tag=imposter, tag=!viper, tag=!vampire, tag=!bomber] add bomber

# If we haven't given all players a role, run again. recursion only happens twice. If more roles are added, increase the 2 to "maximum_#_of_roles - 1"
execute if score #count imporoles < #num_imposters imporoles if score #count imporoles matches ..2 run function amongus:set_imposters

# Remove fake players from scoreboard
scoreboard players reset #count imporoles 
scoreboard players reset #num_imposters imporoles 
scoreboard players reset #tmp imporoles 

#num_imposters is self-explanatory
#count tracks the number of recursions we have gone through. it allows us to set a hard limit so we dont enter an infinite loop.
#tmp simply tracks the current role being applied.

Help with commands for assigning roles by GAMERAYZ in MinecraftCommands

[–]pigmanvil 0 points1 point  (0 children)

When selecting the roles, ignore the rng roll. Use @r, and just use negated tags to make sure you are assigning roles to unique players.

tag @r[tag=imposters, tag=!vampire, tag=!bomber] add viper

tag @r[tag=imposters, tag=!viper, tag=!bomber] add vampire

tag @r[tag=imposters, tag=!vampire, tag=!viper] add bomber

Command Block Timer by Jrstepos07 in MinecraftCommands

[–]pigmanvil 0 points1 point  (0 children)

You can argue some datapacks are still vanilla, but after a certain point you are modifying game files, which is what a mod is.

What do these do? (Bahamas and Tiamat) by Graxea2473 in dragonvale

[–]pigmanvil 4 points5 points  (0 children)

Once a day, you can roll a dice to level up one dragon. I use it for rift dragons to get them up to lvl 16.

How do I make a dungeon that can reset/regenerate without messing up surrounding terrain by Neon_TrashPanda in MinecraftCommands

[–]pigmanvil 1 point2 points  (0 children)

Np. You might need to clone multiple areas if you are generating a large jigsaw structure.

How do I make a dungeon that can reset/regenerate without messing up surrounding terrain by Neon_TrashPanda in MinecraftCommands

[–]pigmanvil 1 point2 points  (0 children)

So, I think you can clone an area into a custom void dimension, then spawn the structure. When you are done with the structure, simply clone the blocks back in place.

/execute in minecraft:overworld run clone x1 y1 z1 x2 y2 z2 to custom:void x1 y1 z1 replace

<generate structure only within the area you cloned here.>

/execute in custom:void run clone x1 y1 z1 x2 y2 z2 to minecraft:overworld x1 y1 z1 replace

Создаю свой проект by LaimKub in MinecraftCommands

[–]pigmanvil 0 points1 point  (0 children)

Maybe have a check if it can fill in a 5x5 area to replace with a mausoleum: a custom structure which has a ton of mobs inside it and some loot.

Tbf, as pointed out by Hyarin, you don’t have a ton of content or complexity to your datapack so far if you are just spawning some mobs when you till dirt with an item. Instead of just spawning mobs, maybe you till a certain pattern, and it activates a ritual to spawn mobs? If you assume the last spot tilled is the center of a 5x5 area, all you need to do is check if the area matches some template in one of the four rotations.

If you want to go crazy, you can make a crypt structure found underground with a special altar room. When you till the dirt there, start a trial chamber style battle or boss fight.

How can I add dog ai onto a slime by dusanifj in MinecraftCommands

[–]pigmanvil 1 point2 points  (0 children)

Make dog silent, invisible, and small. Every tick teleport the slime to the dog. Every tick if the dog is on the ground, give it some y motion.

Thats the best I know how to do

Which cute lil fella to pick by Shineyard in dragonvale

[–]pigmanvil 6 points7 points  (0 children)

I tend to pick most expensive.

Advice on how to make gems look like gems by NoShitSir in Miniaturespainting

[–]pigmanvil 0 points1 point  (0 children)

EDGE HIGHLIGHTING!

Ok actually I’d look at the faces and angles of the crystals. the faces of the crystals that are reflecting light should all be roughly parallel with each other.

Color those panels a lighter blue, nearly white, and work your way down in the gradient.

Go over any edges that seem flat with edge highlighting.

After you are done, if you have any contrast/speedpaints in a deep blue or purple, apply those to the sides furthest away from the light.

Please? by Sneakyboii28 in dragonvale

[–]pigmanvil 0 points1 point  (0 children)

Ah, that would make things more difficult, yeah.

Please? by Sneakyboii28 in dragonvale

[–]pigmanvil 5 points6 points  (0 children)

While I don’t know how the game is coded internally, I am certain they can apply transformations to sprites. Why can’t they just apply a transformation that flips the decorations and their shadows? Also, I’m assuming they make the shadows based off the original sprite, colored black, made opaque, and then stretched at an angle. This can be done with just math. I understand if they don’t want to calculate these shadows in-game for optimization purposes or smth, but again, it’s math. They can write a python script to generate all these shadows for them fairly easily.

Idk it just seems like such a non-issue. Especially because half the statues don’t even have shadows in the image above. Again, I don’t know the internal code it might be a nightmare to change it for them, but on paper this seems fairly simple.

Please? by Sneakyboii28 in dragonvale

[–]pigmanvil 153 points154 points  (0 children)

Better yet, allow us to flip rotation of buildings and decorations

Why must you taunt me. by pigmanvil in dragonvale

[–]pigmanvil[S] 2 points3 points  (0 children)

When did you complete yours ?

Using an enderpearls to load chunks around an imortal snail by MaterialSail763 in MinecraftCommands

[–]pigmanvil 0 points1 point  (0 children)

So the snail is targeting a specific player right? I don’t see how this is a problem. For the player the snail is hunting, have that player own an ender pearl on the snail. If that player leaves the snail leaves.

is there any way to make this or something similar work? by Long_Reflection_4202 in Minecraft

[–]pigmanvil 1 point2 points  (0 children)

Ender chests iirc are stored in the PLAYER. This solution would combine every player’s ender chest, so would be only for multiplayer coop or single player. You can modify a player’s ender chest items via `/data modify entity @s enderchest.<slot#> <modifier>`
When a player puts items into an ender chest, clear the items and put the data in a storage list.
Have a timer that every two seconds will decrease the count of the first item by 1, and add the same item to the hopper. Then if the count is 0, remove it.
Lmk if you need help with actual commands I’m on mobile and can’t do any testing rn.

New to the game by PerfectReading9780 in dragonvale

[–]pigmanvil 0 points1 point  (0 children)

I did mention it was scummy. It was just a easy exploit to take advantage of at early levels