Minecraft 1.7.2 New commands **PART2**

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BoLo_
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Minecraft 1.7.2 New commands **PART2**

Post by BoLo_ » Mon Nov 04, 2013 5:44 pm

Other Cool Stuff



Item-Drops spawned readily on the ground

Image

This one's a neat little trick, not the most-practical, but a nice little tid-bit to use for effect:

/summon Item ~ ~ ~3 {Item:{id:276,Count:3,Damage:3}}

NOTE: YOU MUST SPAWN THIS AWAY FROM THE PLAYER, OR THEY'LL JUST IMMEDIATELY PICK IT UP

Okay, it's a simple one, let's run-down:

'Item:' is, supposedly, the same as the entity we've already chosen, and it's rather odd that we're having to actually specify it TWICE, but it's just an odd point of this command

Within that entity tag, we have:
'id:' Just a means to specify the ID
'Count:' MUST be set as a minimum of 1 (else you'll get a 'ghost item'), creates the amount of items to spawn
'Damage:' (optional) -sets the damage property of a drop. For tools, setting this to our example (3) will NEGATE 3 uses of that sword.

The notable cool-use of this is having stacks of normally hard-to-get stacks; like the example given of 3 stacked diamond swords

Changing Player-Heads to Custom Skins (includes /setblock)

Player Heads with /give

/give @p 397 1 3 {SkullOwner:nidefawl}

This one is REALLY simple; I haven't yet double-checked in-game, but I see no reason it should work:

/give @p 397 1 3 {SkullOwner:herobrine}


...will give a player-head item (should be placeable, too) with the matching skin of the specified user. In this case 'minihilly' (my in-game name) is use as an example. Just look at my sexy skin!

'SkullOwner:' is the magical tag here: It allows us to change what player-skin to assign the mob-head to. Very neat trick, and much easier than using MCEdit for the same effect!

Player Heads with /summon (including rotation)

When using:

/setblock ~ ~1 ~ minecraft:skull 0 replace

you need the ExtraType: tag as well as the SkullType: tag (instead of the damage value)

Let me try to explain this better.

When you have SkullOwner: in the /give, it is now ExtraType: with /setblock.
And when you have the damage value of 3 on the item in /give, you must NOT put that as the damage value for the skull in /setblock, but put that 3 in the SkullType: tag.

/setblock ~ ~1 ~ minecraft:skull 0 replace {ExtraType:Jailpod,SkullType:3,Rot:4}


Additionally, there's also Rot, which is the rotation of the skull (similar to signs).

And finally, the damage value now determines if the skull is mounted on the ground
0 means it will look like its hanging from a wall, and 1 will make it appear on the ground.

Adding Custom Player-Skulls to a Mob

/summon Skeleton ~ ~ ~ {Equipment:[{},{},{},{},{Damage:3,id:397,tag:{SkullOwner:"Etho"}}]}



Let's expand on this, as well as simplify our command:

/summon Zombie ~ ~ ~ {Equipment:[{},{},{},{},{id:397,Damage:3,tag:{SkullOwner:"minihilly"}}]}


Firstly, you need to leave 4 blank { } because the slot order goes: Hand, Boots, Legs, Pants, Chest, Head (and we only need the head slot)

'Equipment:' is a tag you can read about in the Mobs section

'id:' is the Item ID for the equipped item

'Damage:' is misleading, it's not damage to the Skull (they cannot be damaged like armour), it's instead the same as the data-value (397 is a Skull, but 397:3 is a PLAYER Skull)

'tag:' is a generic tag to specify additional data, such as...

'SkullOwner:' ~which is used to specify an "owner" of the skull, and the player-skull will use that skin!

This exact command will give you a zombie with sethbling's/Etho's head O_O :

Image

...Just change the 'SkullOwner:' to whoever you want (Sethbling, Etho, AntVenom, hypixel, etc.)



PAY ATTENTION!!!

/give @p 373 1 8193 {CustomPotionEffects:[{Id:8,Amplifier:3,Duration:200}]}

...Use that command; really, use it!
You should get this as a result:

Image

Yep. A potion not available normally in vanilla. In this case, it even has a correct title.
So...what's going on here? Allow me to explain:

Firstly, the:

/give @p 373 1 8193

Would yield a normal, Level 1, potion of Regeneration (potions are ID 373, 1 is the amount, and 8193 is the damage-value (which is turns into the right effect). But I modify this completely...

'CustomPotionEffects:' is the main tag, it literally means to set or add your potion effects

'Id:' Is not quite what you think - it is the EFFECT ID, NOT ITEM-ID!; for a list of effect IDs, please head HERE. In this example, I use Jump Boost

'Amplifier:' is similar to the 'lvl:' tag used with enchantments - it's simply the level, or strength, of the selected effect. I set it to just 3, 0 counts, so that makes it level 4.

'Duration:' is how long, in ticks (20 ticks=1 second) you want the effect to last for. In this example, it lasts for 200 ticks, translating to 10 seconds

Now, got all that? I hope so, as we're about to take it a little too far here...

IT'S MULTI-POTION TIME!:

/give @p 373 1 16451 {CustomPotionEffects:[{Id:11,Amplifier:10,Duration:1000},{Id:8,Amplifier:25,Duration:1000}]}

Okay, there is a LOT going on here, but read carefully, as understanding this is extremely useful for advanced mob-gear!:

As you can see, we have the same Tags we saw before - 'Id:', 'Amplifier:', and 'Duration:', these all behave in the exact same way. But, we've got two sets of them, and each are separated in a list of their own.

The best way to think of it, would be as two lists, you have the main list:

[{Id:11,Amplifier:10,Duration:1000},{Id:8,Amplifier:25,Duration:1000}]

...which lists each 'CutomPotionEffects:' to use, as that's our main tag.

Then you have the sub-lists:

{Id:11,Amplifier:10,Duration:1000}

...this allows us to specify the Effect ID, Level, and Duration respectively.

~~~

Issue the command in a command-block
NOTE: THIS COMMAND WILL ONLY WORK IN A COMMAND-BLOCK, IT IS TOO LONG FOR CHAT!

Image

Notice how you get what LOOKS like a fire-resistance potion, but with the regular Resistance effect, AND a Jump-Boost effect!

Also, the ItemID used in the /give command this time was that of a Splash potion instead, and the effect being Fire-Resistance of that splash potion. But the initial effect(s) of a Potion are OVERRIDDEN after changing its tags!

If you splash this onto you, you get Resistance level 11 for 50 seconds, and Jump Boost level 26 for 40 seconds

...Why? Simple:
The First CustomPotionEffect:
'Id:' has been set to the Effect ID of Resistance, and the
'Amplifier:' has been set to 10 (but remember, 0 counts as level 1)at least, I think it does...
'Duration:' has been set to 1000 ticks~ 1000/20=50 seconds. (20 ticks=1 second)

The Second CustomPotionEffect:
'Id:' has been set to the Effect ID of Jump Boost, and the
'Amplifier:' has been set to 25 (but remember, 0 counts as level 1)at least, I think it does...
'Duration:' has been set to 1000 ticks~ 1000/20=50 seconds. (20 ticks=1 second)


And there you have it! Customised AND Multi-potions! And yes, you can add (seemingly) as many effects as you want, so long as you list them all correctly!

Do be careful, though, as using this command incorrectly WILL crash you game...

Customised XP-Orb Gain Amounts

This is REALLY simple to do, but isn't too reliable:

/summon XPOrb ~ ~ ~2 {Value:1}


'Value:' is a specific tag for XPOrb, it allows you to specify the, well, value of a single orb. However, it seems slightly off - if you test this with a clear XP-Bar, it adds the first increment fine, but becomes farther off as you go.

There is no real fix for this, it's just how the game handles XP.

Coloured Leather Armour

To get colored armor:

Formula for color dec.
You need the RGB for the color, can be found in photoshop.

R= 255
G= 0
B= 0

B + 256 x G + 65536 * R = 16711680

/give @p 298 1 0 {display:{color:16711680}}

This would give you a bright red leather cap

'color:' is a tag used within the 'display:' tag to specify a colour in the way shown above. Note that only the American spelling of the word is accepted.

Villager Trading



/summon Villager ~ ~1 ~ {Offers:{Recipes:[{buy:{id:388,Count:10},sell:{id:264,Count:10},maxUses:10,uses:0}]}}


Ok, so first off, there's the 'Offers:{}' tag, which doesn't look like its necessary, but maybe for future updates it's been structured this way.

Then we have 'Recipes:[]' Which is a list of all Trades this villager has.
Then for each trade you want, you need an object structured like this:

{
buy:
{
id:388,
Count:10
},
sell:
{
id:264,
Count:10
},
maxUses:10,
uses:0
}



buy: The item that you will be GIVING the villager. This follows the basic item format with id: Count: Damage: and tag: for additional datatags like ench:

sell: same deal as buy, but these are the items you will be receiving from the villager.

maxUses: The maximum number of times this trade can be used before it is disabled.

uses: The number of times this trade has been used. The trade becomes disabled when this is greater or equal to maxUses.

Optional Extra:

Profession: The ID of the texture used for this villager. This also influences trading options.
This would look like:

/summon Villager ~ ~1 ~ {Profession:1}

Custom Mob Names via /summon

That's easy see:

/summon Zombie -519 ~ -821 {CustomName:”Herobrine”,CustomNameVisible:1}

That is one example of one named "Herobrine"

Custom Thrown Potions

So:Now a CLEAR Tutorial for spawning ThrownPotions.Start with this:

/summon ThrownPotion ~ ~ ~

This will just summon a SplashPotion with no Effects.Now we can use:

/summon ThrownPotion ~ ~ ~ {potionValue:}

potionValue is equal to the DataValue of the Potions.So we can use this for spawning normal ThrownPotions.
But if we want to spawn Custom Potions like we can give us with /give we use the extended Version:

/summon ThrownPotion ~ ~ ~ {Potion:{id:373,Damage:,Count:1}}

Potion is the additional tag for Potions.
id 373 is always 373,cause all Potions have the ID.
Damage is in final Version just how the Potion will look like.Here you use the DataValues too.
Count is the Count.Now the CustomEffects:

/summon ThrownPotion ~ ~ ~ {Potion:{id:373,Damage:,Count:1,tag:{CustomPotionEffects:[{Id:,Amplifier:,Duration:}]}}}

tag is just redundant.Id is the Id for the Status Effect.
Amplifier is how powerful the Effect will be.
Duration is how long the Effect will be.Extended:Multi-Effects:

/summon ThrownPotion ~ ~ ~ {Potion:{id:373,Damage:16385,Count:1,tag:{CustompotionEffects:[{Id:1,Amplifier:1,Duration:1},{Id:2,Amplifier:2,Duration:2}]}}}

Usages:

/summon ThrownPotion ~ ~-2 ~ {Potion:{id:373,Damage:16421,Count:1},Riding:{id:Silverfish,Attributes:[{Name:generic.movementSpeed,Base:0.0},{Name:generic.maxHealth,Base:0.1},{Name:generic.attackDamage,Base:0.0},{Name:generic.knockbackResistance,Base:100.0}],ActiveEffects:[{Id:14,Amplifier:1,Duration:640000,Ambient:1}]}}

Clickable Power-Ups

/summon ThrownPotion ~ ~ ~ {Potion:{id:373,Damage:16385,Count:1,tag:{CustomPotionEffects:[{Amplifier:50,Duration:999999,Id:1}]}},Riding:{id:XPOrb}}



Useful Links

--A fantastic list of most NBT Tags in minecraft!... http://minecraft.gamepedia.com/Chunk_format" onclick="window.open(this.href);return false;
--Links directly to a useful list of Enchantment IDs (EIDs)!... http://minecraft.gamepedia.com/Enchanting#Enchantments" onclick="window.open(this.href);return false;
--Image
A great image-list of all item+block IDs in Minecraft - check the Wiki for updates on the image-list!
--I'm not one for reddit, but this post sure was useful!... http://www.reddit.com/r/Minecraft/comme ... _and_give/" onclick="window.open(this.href);return false;
--A handy tellraw 'command-coder' that assists in creating those pesky tellraw commands!... http://www.minecraftforum.net/topic/197 ... and-coder/" onclick="window.open(this.href);return false;

~~BoLo_

POST COMMENT BELOW!!

Thanks for reading guys!
Ginosaji:
The Horribly Slow Murderer with the Extremely Inefficient Weapon:

THE GREAT AND POWERFUL SPOON!!!

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