Arqade Asked by Robert Talada on February 11, 2021
So far, I’ve been able to detect when a diamond is placed into a chest’s inventory but how can I detect who placed that diamond?
I’d prefer not to use the nearest player because someone else could potentially be falsely identified. (I have a command chain that trades players emeralds in exchange for experience levels and it also sometimes robs random nearby players.)
Some context: I’m making a race to be the first to deposit a diamond. I could constrain the player accessing the chest and just check who is standing on a block, but if I did that, I could also just test the player’s inventory directly. But that seems boring. Adding the chest adds to the drama, I feel. Like, if someone fumbles last minute and deposits dirt on accident, someone else could easily win, which is fun.
My command chain is currently:
if block x y z chest{Items:[{id:"minecraft:diamond"}]}
say Diamond Detected
Edit: The diamonds are mined and as such, I will not necessarily be able to tag them for each player. Another user suggested I could scan the inventories of the users at every tick and tag the diamonds in their inventory with their name. I don’t know how to do this, though I believe this is the direction where I will find my answer.
If you know who has each diamond, you can give each diamond a custom NBT tag. For example, if there are 5 players, you can use a custom NBT tag named something like PlayerOwns
, and when given to the player, you can set it to the player's number. For example, player 1 will get diamond with the custom tag set to 1.
For example:
/give Player1 diamond{PlayerOwns:3b}
and the same with the other players.
You can then test for the item using:
/execute if block x y z chest{Items:[{id:"minecraft:diamond",tag:{PlayerOwns:3b}}]} run say Player 3 wins!
CanPlaceOn
, because that will mess up the system.TAG_Byte
because it uses the least storage and goes up to 255 players. You need to specify the data type at the end of your entry for both setting and testing, like 4b
for Byte or 175s
for Short (up to 32767).-128
to 127
.Here are some links if you would like to check out more about these:
Answered by ExpertCoder14 on February 11, 2021
Step 1: Give each player a unique scoreboard ID. See this related question for how to do that.
Step 2: Run /execute as @e[type=item,nbt={Item:{id:"minecraft:diamond"}}] run data merge entity @s {Item:{tag:{Unclaimed:1b}}
in a repeating, always active command block. This gives each diamond item on the ground a custom Unclaimed
tag, allowing you implement Step 3 without 30+ command blocks per player
Step 3: Once for each player who could be playing the map, run in a repeating command block:
/clear @a[scores={Id=1}] diamond{Unclaimed:1b} 1
and then, in a conditional chain command block that the repeating command block is pointing to
/give @a[scores={Id=1}] diamond{PlayerOwns:1b} 1
Repeat this for each player, using scores={Id=2}
and PlayerOwns:2b
for the second player and so on.
Step 4: Now that each diamond has a tag describing whose it is, you can use the technique described in ExpertCoder14's answer to determine who put a diamond in the chest.
This has a known bug that if Alice puts a diamond in a container, and then Bob takes the diamond out of the container (and never drops and picks it up again), the diamond is still interpreted as belonging to Alice -- but I actually like that if I understand what you're doing correctly; if you stole someone else's diamond from a chest instead of mining your own, that means you're trying to cheat ... karma!
Answered by pppery on February 11, 2021
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