Hey everyone! Glad to finally finish this 3-parter about making equippable loot! Like I said at the end of the video; if anyone is interested in watching this live so we can make some cool unique items together, let me know! Otherwise, just know that the remade Boss tutorial is coming real soon...
5:04 No i CAN put this melon on my head: /item replace entity @s armor.head with minecraft:glistering_melon_slice{display:{Name:'{"text":"Health Fruit","color":"green"}',Lore:['{"text":"Increases Max Health in inventory. Delicious!"}']},Enchantments:[{}]}
i was gonna comment the exact same thing haha oculd you also make a video about getting items from a like inventory. Just like in hypixel bedwars where you have a shopkeeper and when you click on one of the items it comes in your inventory
Hm that's odd. You're just vising mcstacker.net/ ? I'm not sure why the page wouldn't be found... it's possible it's a country or VPN restriction, but you could always try a different browser, or loading on a mobile device to see if it changes at all. Clearing your browsing cache might help as well
Thank you so much! And that is an absolutely fantastic question! I may delve into this in another mini episode of this, but the short answer is: yes! There is a way to have set bonus functionality with scoreboards. Mind you it might be a little tedious for something as simple as a +1 bonus to armor once you have a full set of iron on. But nevertheless, all you would need to do is detect for multiple items in a single repeating command block (or datapack function). For example, lets say you want to give players a potion effect when they were a full set of default vanilla armor. You would just need a single repeating command block that detects if any player is wearing every piece of armor in the correct slot at the same time. It would look something like this: /execute as @a[nbt={Inventory:[{Slot:103b,id:"minecraft:iron_helmet"},{Slot:102b,id:"minecraft:iron_chestplate"},{Slot:101b,id:"minecraft:iron_leggings"},{Slot:100b,id:"minecraft:iron_boots"}]}] run effect give @s minecraft:regeneration 1 0 true This would give all players wearing a full set of vanilla iron armor an effect of your choice. In this case, a small regeneration buff. And because its in a repeating command block, as soon as a player takes off a piece of their armor, the set bonus will stop! The one caveat here is that its much easier to do this for default items, but ideally you'd want to make custom named and enchanted gear that have set bonuses. Its the exact same syntax, only you'd have to write out the entire nbt data for your set pieces, and all in one command block. I would recommend typing this out first in a notepad, MCStacker, or a JSON online editor, and then pasting into the command block in case there are any formatting mistakes. I hope this wasn't too confusing but this is the best way I could think of making set bonuses! In theory you could also get involved with comparators to detect *how many* pieces of a set a player is wearing, but I prefer to do everything via command detection than to get redstone involved. I hope this helps! If you want, I'd be happy to make a video on it!
Not at all! Everything was clear and easy to understand. At least from my perspective. Anyways Thank you for giving me the basic idea for armor buffs. Gotta try it later since I just woke up from a nap.
Is there a more elegant way to write a theoretically endless number of health-increases without having to write a new modifier UUID for every one? I'm imagining making Enchanted golden apples increase player max health by 2 for every one consumed, but I think I'd have to just make 10 or some other number of attribute modifiers and cap it there, or otherwise just make an unreasonable number of them.
Specifically with changing a player's max health you can, but its not very elegant. When you want to use modifiers for incrementing a value, you are stuck to using a UUID in Minecraft. *However*, if you instead change the *base* value of max heath, you can use a double (i.e. number) instead. So one way I could see you doing this is to set a scoreboard up for every time a player uses a golden apple in Minecraft, it increments their score by 1, and name it something like goldApple. Then a series of repeating command blocks that go something like /execute as @a[scores={goldApple=1}] run attribute @s minecraft:generic.max_health base set 22 Each repeating command block just changing the numbers to match the next goal: so change 1 to 2, and 22 to 24 to reflect eating a second golden apple and gaining another max heart. Again, this isn't super efficient as this is a permanent change unless you modify the scores of players yourselves to mess with values later on, and you need as many repeating command blocks as you want health increments. Plus you'd need a failsafe cap that checks if a player has eaten more apples than your own limit, and for a command block to reset their score to the max whenever this happens. But it does work without making a million unique UUIDs.
@@MudkipNinja That does sound better than the alternative at least, though yeah admittedly not "great". I think having a set of functions designed to check players' scores and then setting their health is what I'll end up doing. Would it actually accomplish anything to tag players once they hit a given threshold of health so each execute command stops looking for them, or would it use the same amount of memory as just checking all players? For example, I could make it only set 26 max health to players who've eaten 3 gapples, or I could make it set 26 max health to players without the "3gapples" tag who've eaten 3 gapples, then tag those players. I'm wondering if the latter makes a difference either mechanically or performance wise. Thanks for responding!
Hey everyone! Glad to finally finish this 3-parter about making equippable loot! Like I said at the end of the video; if anyone is interested in watching this live so we can make some cool unique items together, let me know! Otherwise, just know that the remade Boss tutorial is coming real soon...
yo thanks and epic vid again
Actually awesome
SO cool u helped me so much sub+
5:04 No i CAN put this melon on my head: /item replace entity @s armor.head with minecraft:glistering_melon_slice{display:{Name:'{"text":"Health Fruit","color":"green"}',Lore:['{"text":"Increases Max Health in inventory. Delicious!"}']},Enchantments:[{}]}
hey, can you do a video on how to make custom crafts? Like in hypixel skyblock
i was gonna comment the exact same thing haha oculd you also make a video about getting items from a like inventory. Just like in hypixel bedwars where you have a shopkeeper and when you click on one of the items it comes in your inventory
It's better that you also make shorts because you can get much more views and subscribers from it.
Nice video btw!
Thanks for the tip! :)
Cool vid. I want to try it but MCstacker is telling me page not found for every version except for the legacy version. Please help.
Hm that's odd. You're just vising mcstacker.net/ ? I'm not sure why the page wouldn't be found... it's possible it's a country or VPN restriction, but you could always try a different browser, or loading on a mobile device to see if it changes at all. Clearing your browsing cache might help as well
@@MudkipNinja Thanks for the help, I will try that
Hey Nice Video! Btw do you know how to make set bonuses? Like once you equip a full set of iron, you'll get a resistance buff
Thank you so much! And that is an absolutely fantastic question! I may delve into this in another mini episode of this, but the short answer is: yes! There is a way to have set bonus functionality with scoreboards.
Mind you it might be a little tedious for something as simple as a +1 bonus to armor once you have a full set of iron on. But nevertheless, all you would need to do is detect for multiple items in a single repeating command block (or datapack function).
For example, lets say you want to give players a potion effect when they were a full set of default vanilla armor. You would just need a single repeating command block that detects if any player is wearing every piece of armor in the correct slot at the same time. It would look something like this:
/execute as @a[nbt={Inventory:[{Slot:103b,id:"minecraft:iron_helmet"},{Slot:102b,id:"minecraft:iron_chestplate"},{Slot:101b,id:"minecraft:iron_leggings"},{Slot:100b,id:"minecraft:iron_boots"}]}] run effect give @s minecraft:regeneration 1 0 true
This would give all players wearing a full set of vanilla iron armor an effect of your choice. In this case, a small regeneration buff. And because its in a repeating command block, as soon as a player takes off a piece of their armor, the set bonus will stop!
The one caveat here is that its much easier to do this for default items, but ideally you'd want to make custom named and enchanted gear that have set bonuses. Its the exact same syntax, only you'd have to write out the entire nbt data for your set pieces, and all in one command block. I would recommend typing this out first in a notepad, MCStacker, or a JSON online editor, and then pasting into the command block in case there are any formatting mistakes.
I hope this wasn't too confusing but this is the best way I could think of making set bonuses! In theory you could also get involved with comparators to detect *how many* pieces of a set a player is wearing, but I prefer to do everything via command detection than to get redstone involved. I hope this helps! If you want, I'd be happy to make a video on it!
Not at all! Everything was clear and easy to understand. At least from my perspective. Anyways Thank you for giving me the basic idea for armor buffs. Gotta try it later since I just woke up from a nap.
Haha no problem! Let me know how it goes!
Tried it and it actually works! Thanks for the code and some info about it.
Is there a more elegant way to write a theoretically endless number of health-increases without having to write a new modifier UUID for every one? I'm imagining making Enchanted golden apples increase player max health by 2 for every one consumed, but I think I'd have to just make 10 or some other number of attribute modifiers and cap it there, or otherwise just make an unreasonable number of them.
Specifically with changing a player's max health you can, but its not very elegant. When you want to use modifiers for incrementing a value, you are stuck to using a UUID in Minecraft. *However*, if you instead change the *base* value of max heath, you can use a double (i.e. number) instead.
So one way I could see you doing this is to set a scoreboard up for every time a player uses a golden apple in Minecraft, it increments their score by 1, and name it something like goldApple. Then a series of repeating command blocks that go something like /execute as @a[scores={goldApple=1}] run attribute @s minecraft:generic.max_health base set 22
Each repeating command block just changing the numbers to match the next goal: so change 1 to 2, and 22 to 24 to reflect eating a second golden apple and gaining another max heart.
Again, this isn't super efficient as this is a permanent change unless you modify the scores of players yourselves to mess with values later on, and you need as many repeating command blocks as you want health increments. Plus you'd need a failsafe cap that checks if a player has eaten more apples than your own limit, and for a command block to reset their score to the max whenever this happens. But it does work without making a million unique UUIDs.
@@MudkipNinja That does sound better than the alternative at least, though yeah admittedly not "great". I think having a set of functions designed to check players' scores and then setting their health is what I'll end up doing. Would it actually accomplish anything to tag players once they hit a given threshold of health so each execute command stops looking for them, or would it use the same amount of memory as just checking all players? For example, I could make it only set 26 max health to players who've eaten 3 gapples, or I could make it set 26 max health to players without the "3gapples" tag who've eaten 3 gapples, then tag those players. I'm wondering if the latter makes a difference either mechanically or performance wise.
Thanks for responding!
OHH SO 15:11 EXPLAINS HYPIXEL SKYBLOCKS DAMAGE INFLICTED UPON THE PLAYER WHEN THEY REMOVE AN ITEM THAT GIVES MORE HEALTH, THAT MAKES SENSE NOW AHAHA
Rotten amulet lol))))) maybe...
Cool