Awesome video, but a criminally low view-count considering how much work you put into it. Regarding timers - in order to not clog up the server with a score updating every game tick, I've been using potion effects on armor stands. For example, I give absorption effect to an armor stand for 10 seconds, and then a repeating command blocks checks whether there exists an armor stand with 5 seconds left of absorption effect. Another repeating command block checks whether there is a armor stand with 1 tick left of absorption effect, and then reapplies the absorption effect for 10 seconds. There are definitely other ways to do it, but this one should put less strain on a server. Also possible to use 1 armor stand for multiple different timers, simply by using different potion effects. Tying all your command blocks together at the end was a nice touch, makes it easier to keep track of things if you're working on a larger project. Great video man :)
Hey can you show videos of my bosses please we want to see more how to make the boss and make it really have a sword or whatever we need zombie pigman on zombie
Is there a way to instead of using a timer use the bossbars health value as when to spawn a mob? for example, if the boss' health is 100/200 it would spawn a wave of enemies
I like to think of commands as a programming language and in each one these is a “If, Then” statement. Idk how to do that with commands but if that helps
Is there a way to make it so when you kill the boss, there’s like a 5 minute timer interval until it spawns? So like the timer only starts after you kill it and then resets back to 0 when its alive?
if you do the death thing command using "as" instead of "if entity", all the slimes get teleported away, it's not doing it one by one (i changed some names but there is the idea) execute if score dummy slimekingalive matches 0 as @e[type=minecraft:slime,name="King of Slimes"] run tp ~ -1000 ~
you should also remove the name from the slimes you teleport to the void, or add a tag to not teleport them again, otherwise you'll keep teleporting them to y -65 and well they probably take some damage from having their head in the bedrock and split.. but then the small slimes will just keep getting teleported there and will never die
I did all the commands and before i did the teleport thing, the little slimes were spawning just fine but after i put the tp command they just stop spawn for some reason. Even the command block output doesnt say anything, is there a way i can fix this? Edit: i found the problem, my repeating command block for summoning the small slimes wasnt on always acitve
The boss death thing seems to be weird. For me, if I summon the boss, the bossbar disappears instantly. The tp to the void also seems to be not damaging the slime. So I made a kill @e[name="King of Slimes"]. But I still have the problem of the bossbar. Solution?
Hm it sounds like the clear bossbar command block is getting called regardless if your boss is considered "dead" or not. Make sure your chain command block is set to "conditional" (22:54). If its set to "*un*-conditional", then it will trigger all of the time because its attached to a repeating command block.
i need help my timer just always works after this command:execute if score world bossLives matches 1 run scoreboard players add world KingSlimeTimer 1 can someone help? Edit:I found the problem i miss 1 letter
Yes, in theory! Although this would be quite difficult to program in just the vanilla game and is beyond the scope for an easy level tutorial, you could indeed have a carrot on a stick that when right clicked spawned a moving slime block that dealt damage to anything in came into contact with! So it is doable, but quite complicated. I will definitely be going more in-depth on command-based weapons in a future video.
Right click detection is really hard to detect, but I usually use a spawn egg that does something like shooting all entities near with lightning. A carrot on a stick and a fungus on a stick is good for this.
@@wooow8543 yea but if u want to make like a item like a stick right click u need armour stamd with hands that is invincible and invisible and then if there are to make players is gonna lag or u could do when u hold it and it could work but is to op is like machine gun
Out of Curiosity, you mentioned that having the command blocks running could lag a server, but then you mention that its better for it to have a on/off switch for when the boss is alive and when its dead. My question is, is it possible to have these ran through a datapack? ... and if a datapack is possible, hypothetically, even on a lower end server, how bad would a server run, if a dungeon custom map with 50 bosses, running these commands on a datapack, deal with the lag? Would their be any?
they have arrows on them, and if is set to "non conditional" so it's a square arrow, whenever the command block behind it has executed, the chain command block will execute as well, if it's set to "conditional", then the command block behind it doesn't only need to execute, it needs to also be successful, for example if it checks for a scoreboard and the scoreboard doesn't have the expected value, or if it tries to teleport @e[name="King Of Slimes"] but that entity no longer exists, then the command fails, so the chained conditional command block after it will not get triggered.
As in multiple of the same boss? It wouldn’t work unless you had unique identifiers for each one. For example, tagging the first slime king with boss1 and the second with boss2 and so on, and then duping the command blocks with the respective changes. If you mean multiple unique bosses, then absolutely! Just make sure they are named or tagged differently when setting them up!
You need to make sure you set both the Health and maxHealth fields to the same number so your mob has the right values when it spawns. Otherwise you’d need someway to heal or hurt it before the correct values update. But a good rule of thumb is always set the maxHealth before the Health
@@MudkipNinja yeah I figured it out, not long after, i just should have continue to watch the video. But thank you for your awsome tutorial, i finally completed my first custom boss thanks to you!
execute if score world bossLives matches 1 unless entity @e[name="The Undertaker."] run scoreboard players set world bossLives 0 >> bossbar set minecraft:undertaker players does not work. when the boss spawns it automatically removes the bossbar even if alive.
@@triksbtw7682 Hm and the command at 21:31 in a repeating command block didn't work for you? That's usually my go to; check if the entity has been summoned, and then check if its still alive within a radius. If not, you set the scoreboard back to 0 in that death check, rather than in the summon command. Basically, the summon command is for setting bossLives to 1, and the death chain is for setting it back to 0
hey grate video series I am having an issue with the timer not looping at 200, here is the comand I put in "/execute if score world GallusTimer matches 200.. run scoreboard players set world GallusTimer 0" Gallus timer is what I called it as it relates to the boss is there any issue with this?
Not that I can see! Make sure both command blocks are set to repeating, always active, and that you have the same capitalization in GallusTimer in all places. Capitalization can screw up everything
Hey, first of all great video :) I have a question. I tryed to make a boss where a skeleton is riding a phantom. Somehow the phantom wont attack and i cant get the arrows to spawn a effect cloud under the player. can some of u guys put my comand into mc stacker and tell me why it wont work? Ill coment it under my post.
Maybe the arrow name is the problem with the skelleton? Here is the summon comand: /summon phantom ~ ~15 {CustomNameVisible:1b,CanPickUpLoot:0b,Health:200f,Size:15,Passengers:[{id:"minecraft:skeleton",CustomNameVisible:1b,Health:200f,CustomName:'{"text":"Drachenlord"}',HandItems:[{id:"minecraft:bow",Count:1b,tag:{Unbreakable:1b,Enchantments:[{id:"minecraft:power",lvl:50s},{id:"minecraft:punch",lvl:2s}]}},{id:"minecraft:tipped_arrow",Count:1b,tag:{display:{Name:'{"text":"bosspfeil"}'},custom_potion_effects:[{id:"minecraft:slowness",amplifier:3b,duration:60},{id:"minecraft:blindness",amplifier:1b,duration:70}]}}],HandDropChances:[0.000F,0.000F],ArmorItems:[{id:"minecraft:netherite_boots",Count:1b,tag:{Unbreakable:1b,Enchantments:[{id:"minecraft:fire_protection",lvl:5s},{id:"minecraft:feather_falling",lvl:200s},{id:"minecraft:projectile_protection",lvl:10s}]}},{id:"minecraft:netherite_leggings",Count:1b,tag:{Unbreakable:1b,Enchantments:[{id:"minecraft:fire_protection",lvl:5s},{id:"minecraft:projectile_protection",lvl:10s}]}},{id:"minecraft:netherite_chestplate",Count:1b,tag:{Unbreakable:1b,Enchantments:[{id:"minecraft:fire_protection",lvl:5s},{id:"minecraft:projectile_protection",lvl:10s}]}},{id:"minecraft:golden_helmet",Count:1b,tag:{Unbreakable:1b,Enchantments:[{id:"minecraft:fire_protection",lvl:5s},{id:"minecraft:projectile_protection",lvl:10s}]}}],ArmorDropChances:[0.000F,0.000F,0.000F,0.000F],Attributes:[{Name:generic.max_health,Base:200},{Name:generic.follow_range,Base:100},{Name:generic.knockback_resistance,Base:5}]}],CustomName:'{"text":"Drachenlord"}',ArmorItems:[{id:"minecraft:netherite_boots",Count:1b,tag:{Enchantments:[{id:"minecraft:fire_protection",lvl:5s},{id:"minecraft:feather_falling",lvl:1s},{id:"minecraft:projectile_protection",lvl:5s}]}},{id:"minecraft:netherite_leggings",Count:1b,tag:{Unbreakable:1b,Enchantments:[{id:"minecraft:fire_protection",lvl:5s},{id:"minecraft:projectile_protection",lvl:5s}]}},{id:"minecraft:netherite_chestplate",Count:1b,tag:{Unbreakable:1b,Enchantments:[{id:"minecraft:fire_protection",lvl:5s},{id:"minecraft:projectile_protection",lvl:5s}]}},{id:"minecraft:netherite_helmet",Count:1b,tag:{Unbreakable:1b,Enchantments:[{id:"minecraft:fire_protection",lvl:5s},{id:"minecraft:projectile_protection",lvl:5s}]}}],ArmorDropChances:[0.000F,0.085F,0.000F,0.000F],Attributes:[{Name:generic.max_health,Base:200},{Name:generic.movement_speed,Base:100},{Name:generic.attack_damage,Base:10}]}
In game comand for arrow detection Nr 1: execute at @e[type=minecraft:arrow,name="bosspfeil"] as @e[type=minecraft:arrow,name="bosspfeil"] if block ~ ~-1 ~ In game comand for arrow detection Nr 2: execute if entity @e[type=arrow,name="bosspfeil",nbt={inGround:1b}] at @e[type=minecraft:arrow,name="bosspfeil"] in game command for effect cloud: /summon area_effect_cloud ~ ~ ~ {Particle:"crimson_spore",Radius:2f,Duration:6,effects:[{id:"minecraft:slowness",amplifier:3b,duration:5},{id:"minecraft:nausea",amplifier:1b,duration:5},{id:"minecraft:weakness",amplifier:5b,duration:5}]}
Can someone please help me with the summoning part, i did literally everything he said this is the command: execute if score bone Skeletontimer matches 200 run summon vex ~ ~ ~ {Passengers:[{id:"minecraft:skeleton",HandItems:[{id:"minecraft:bow",Count:1b,tag:{Enchantments:[{id:"minecraft:power",lvl:3s},{id:"minecraft:punch",lvl:1s},{id:"minecraft:flame",lvl:1s}]}},{}],ArmorItems:[{},{},{},{id:"minecraft:iron_helmet",Count:1b}]}]} its set to repeat, unconditional, and always active edit: I FOUND THE PROBLEM!!! IT WORKS!!!!
I was waiting for this!
Doing dinner and then, MINECRAFT!
Love these! So helpful.
I see the light
Thank You I Made Skeleton Necromancer Boss Because Of You
I just discovered while testing that: if you have weakness VI your attacks are 0
lol
I correct myself your attacks are not zero but the only way(in survival ) is with a sharpness netherite sword
Imagine facing a warden with this
When new vid mudkip? did you quit :(
I- I think he did :(
Awesome video, but a criminally low view-count considering how much work you put into it.
Regarding timers - in order to not clog up the server with a score updating every game tick, I've been using potion effects on armor stands.
For example, I give absorption effect to an armor stand for 10 seconds, and then a repeating command blocks checks whether there exists an armor stand with 5 seconds left of absorption effect. Another repeating command block checks whether there is a armor stand with 1 tick left of absorption effect, and then reapplies the absorption effect for 10 seconds.
There are definitely other ways to do it, but this one should put less strain on a server. Also possible to use 1 armor stand for multiple different timers, simply by using different potion effects.
Tying all your command blocks together at the end was a nice touch, makes it easier to keep track of things if you're working on a larger project. Great video man :)
Can you make a bosses a zombie pigman with command blocks or is chat chat with chat
Hey can you show videos of my bosses please we want to see more how to make the boss and make it really have a sword or whatever we need zombie pigman on zombie
25:12 why just dont use k!ll command?
😊 video so much
Is there a way to instead of using a timer use the bossbars health value as when to spawn a mob? for example, if the boss' health is 100/200 it would spawn a wave of enemies
I like to think of commands as a programming language and in each one these is a “If, Then” statement. Idk how to do that with commands but if that helps
Is there a way to make it so when you kill the boss, there’s like a 5 minute timer interval until it spawns? So like the timer only starts after you kill it and then resets back to 0 when its alive?
if you do the death thing command using "as" instead of "if entity", all the slimes get teleported away, it's not doing it one by one
(i changed some names but there is the idea)
execute if score dummy slimekingalive matches 0 as @e[type=minecraft:slime,name="King of Slimes"] run tp ~ -1000 ~
you should also remove the name from the slimes you teleport to the void, or add a tag to not teleport them again, otherwise you'll keep teleporting them to y -65 and well they probably take some damage from having their head in the bedrock and split.. but then the small slimes will just keep getting teleported there and will never die
for some reason when my boss is dead the slimes keep spawning. Any clue on how to fix this
I did all the commands and before i did the teleport thing, the little slimes were spawning just fine but after i put the tp command they just stop spawn for some reason. Even the command block output doesnt say anything, is there a way i can fix this?
Edit: i found the problem, my repeating command block for summoning the small slimes wasnt on always acitve
The boss death thing seems to be weird. For me, if I summon the boss, the bossbar disappears instantly. The tp to the void also seems to be not damaging the slime. So I made a kill @e[name="King of Slimes"]. But I still have the problem of the bossbar. Solution?
Hm it sounds like the clear bossbar command block is getting called regardless if your boss is considered "dead" or not. Make sure your chain command block is set to "conditional" (22:54). If its set to "*un*-conditional", then it will trigger all of the time because its attached to a repeating command block.
my boss didn't attack me for some reason when I spawn it I don't know why??
im here early. ill use this eventually.
i need help my timer just always works after this command:execute if score world bossLives matches 1 run scoreboard players add world KingSlimeTimer 1 can someone help?
Edit:I found the problem i miss 1 letter
How do I clear the boss bar without removing it entirely
Thanks
Bro pleas do a bonus part for this
Is there a way to make a slime shooting wand for the boss?
A wand in which manner? A unique weapon drop after you kill the boss? Or a "wand-like" attack that lets the King Slime shoot projectiles?
@@MudkipNinja like a drop that a player can use that like shoots slimes that do dmg(as a reward for killing the boss)
Yes, in theory! Although this would be quite difficult to program in just the vanilla game and is beyond the scope for an easy level tutorial, you could indeed have a carrot on a stick that when right clicked spawned a moving slime block that dealt damage to anything in came into contact with! So it is doable, but quite complicated. I will definitely be going more in-depth on command-based weapons in a future video.
Right click detection is really hard to detect, but I usually use a spawn egg that does something like shooting all entities near with lightning. A carrot on a stick and a fungus on a stick is good for this.
@@wooow8543 yea but if u want to make like a item like a stick right click u need armour stamd with hands that is invincible and invisible and then if there are to make players is gonna lag or u could do when u hold it and it could work but is to op is like machine gun
Out of Curiosity, you mentioned that having the command blocks running could lag a server, but then you mention that its better for it to have a on/off switch for when the boss is alive and when its dead.
My question is, is it possible to have these ran through a datapack?
... and if a datapack is possible, hypothetically, even on a lower end server, how bad would a server run, if a dungeon custom map with 50 bosses, running these commands on a datapack, deal with the lag? Would their be any?
run it through a plugin is possible
the area of effect cloud doesnt appear
is it possible to use entities from a mod on mcstacker?
the small slimes wont summon for some reason.
Dude how do chain comand blocks work
they have arrows on them, and if is set to "non conditional" so it's a square arrow, whenever the command block behind it has executed, the chain command block will execute as well, if it's set to "conditional", then the command block behind it doesn't only need to execute, it needs to also be successful, for example if it checks for a scoreboard and the scoreboard doesn't have the expected value, or if it tries to teleport @e[name="King Of Slimes"] but that entity no longer exists, then the command fails, so the chained conditional command block after it will not get triggered.
Does this work for multiple bosses in one world?
As in multiple of the same boss? It wouldn’t work unless you had unique identifiers for each one. For example, tagging the first slime king with boss1 and the second with boss2 and so on, and then duping the command blocks with the respective changes.
If you mean multiple unique bosses, then absolutely! Just make sure they are named or tagged differently when setting them up!
I used mcstacker to put the health of my boss (a zombie) to 100, but no matter what value i put, the zombie still have 20hp, how can i fix this?
You need to make sure you set both the Health and maxHealth fields to the same number so your mob has the right values when it spawns. Otherwise you’d need someway to heal or hurt it before the correct values update. But a good rule of thumb is always set the maxHealth before the Health
@@MudkipNinja yeah I figured it out, not long after, i just should have continue to watch the video. But thank you for your awsome tutorial, i finally completed my first custom boss thanks to you!
execute if score world bossLives matches 1 unless entity @e[name="The Undertaker."] run scoreboard players set world bossLives 0
>>
bossbar set minecraft:undertaker players
does not work. when the boss spawns it automatically removes the bossbar even if alive.
I’m sorry but it doesn’t work when I reached the section bosslives
And don’t ask if I got the commands right or not because I triple checked
whys the boss bar not full?
U need to set the health
the bosslives thing wont work in the summon chain. Do you know how to fix this?
Basically what im saying is, how do i make bosslives set to 0 after the boss has died
@@triksbtw7682 Hm and the command at 21:31 in a repeating command block didn't work for you? That's usually my go to; check if the entity has been summoned, and then check if its still alive within a radius. If not, you set the scoreboard back to 0 in that death check, rather than in the summon command. Basically, the summon command is for setting bossLives to 1, and the death chain is for setting it back to 0
hey grate video series I am having an issue with the timer not looping at 200, here is the comand I put in "/execute if score world GallusTimer matches 200.. run scoreboard players set world GallusTimer 0" Gallus timer is what I called it as it relates to the boss is there any issue with this?
Not that I can see! Make sure both command blocks are set to repeating, always active, and that you have the same capitalization in GallusTimer in all places. Capitalization can screw up everything
@@MudkipNinja Thankyou tried it and it worked!!!!
Hey, first of all great video :) I have a question. I tryed to make a boss where a skeleton is riding a phantom. Somehow the phantom wont attack and i cant get the arrows to spawn a effect cloud under the player. can some of u guys put my comand into mc stacker and tell me why it wont work? Ill coment it under my post.
Maybe the arrow name is the problem with the skelleton?
Here is the summon comand:
/summon phantom ~ ~15 {CustomNameVisible:1b,CanPickUpLoot:0b,Health:200f,Size:15,Passengers:[{id:"minecraft:skeleton",CustomNameVisible:1b,Health:200f,CustomName:'{"text":"Drachenlord"}',HandItems:[{id:"minecraft:bow",Count:1b,tag:{Unbreakable:1b,Enchantments:[{id:"minecraft:power",lvl:50s},{id:"minecraft:punch",lvl:2s}]}},{id:"minecraft:tipped_arrow",Count:1b,tag:{display:{Name:'{"text":"bosspfeil"}'},custom_potion_effects:[{id:"minecraft:slowness",amplifier:3b,duration:60},{id:"minecraft:blindness",amplifier:1b,duration:70}]}}],HandDropChances:[0.000F,0.000F],ArmorItems:[{id:"minecraft:netherite_boots",Count:1b,tag:{Unbreakable:1b,Enchantments:[{id:"minecraft:fire_protection",lvl:5s},{id:"minecraft:feather_falling",lvl:200s},{id:"minecraft:projectile_protection",lvl:10s}]}},{id:"minecraft:netherite_leggings",Count:1b,tag:{Unbreakable:1b,Enchantments:[{id:"minecraft:fire_protection",lvl:5s},{id:"minecraft:projectile_protection",lvl:10s}]}},{id:"minecraft:netherite_chestplate",Count:1b,tag:{Unbreakable:1b,Enchantments:[{id:"minecraft:fire_protection",lvl:5s},{id:"minecraft:projectile_protection",lvl:10s}]}},{id:"minecraft:golden_helmet",Count:1b,tag:{Unbreakable:1b,Enchantments:[{id:"minecraft:fire_protection",lvl:5s},{id:"minecraft:projectile_protection",lvl:10s}]}}],ArmorDropChances:[0.000F,0.000F,0.000F,0.000F],Attributes:[{Name:generic.max_health,Base:200},{Name:generic.follow_range,Base:100},{Name:generic.knockback_resistance,Base:5}]}],CustomName:'{"text":"Drachenlord"}',ArmorItems:[{id:"minecraft:netherite_boots",Count:1b,tag:{Enchantments:[{id:"minecraft:fire_protection",lvl:5s},{id:"minecraft:feather_falling",lvl:1s},{id:"minecraft:projectile_protection",lvl:5s}]}},{id:"minecraft:netherite_leggings",Count:1b,tag:{Unbreakable:1b,Enchantments:[{id:"minecraft:fire_protection",lvl:5s},{id:"minecraft:projectile_protection",lvl:5s}]}},{id:"minecraft:netherite_chestplate",Count:1b,tag:{Unbreakable:1b,Enchantments:[{id:"minecraft:fire_protection",lvl:5s},{id:"minecraft:projectile_protection",lvl:5s}]}},{id:"minecraft:netherite_helmet",Count:1b,tag:{Unbreakable:1b,Enchantments:[{id:"minecraft:fire_protection",lvl:5s},{id:"minecraft:projectile_protection",lvl:5s}]}}],ArmorDropChances:[0.000F,0.085F,0.000F,0.000F],Attributes:[{Name:generic.max_health,Base:200},{Name:generic.movement_speed,Base:100},{Name:generic.attack_damage,Base:10}]}
In game comand for arrow detection Nr 1:
execute at @e[type=minecraft:arrow,name="bosspfeil"] as @e[type=minecraft:arrow,name="bosspfeil"] if block ~ ~-1 ~
In game comand for arrow detection Nr 2:
execute if entity @e[type=arrow,name="bosspfeil",nbt={inGround:1b}] at @e[type=minecraft:arrow,name="bosspfeil"]
in game command for effect cloud:
/summon area_effect_cloud ~ ~ ~ {Particle:"crimson_spore",Radius:2f,Duration:6,effects:[{id:"minecraft:slowness",amplifier:3b,duration:5},{id:"minecraft:nausea",amplifier:1b,duration:5},{id:"minecraft:weakness",amplifier:5b,duration:5}]}
Can someone please help me with the summoning part, i did literally everything he said
this is the command:
execute if score bone Skeletontimer matches 200 run summon vex ~ ~ ~ {Passengers:[{id:"minecraft:skeleton",HandItems:[{id:"minecraft:bow",Count:1b,tag:{Enchantments:[{id:"minecraft:power",lvl:3s},{id:"minecraft:punch",lvl:1s},{id:"minecraft:flame",lvl:1s}]}},{}],ArmorItems:[{},{},{},{id:"minecraft:iron_helmet",Count:1b}]}]}
its set to repeat, unconditional, and always active
edit: I FOUND THE PROBLEM!!! IT WORKS!!!!
i forgor to set the duration :P