Order goes from EASIEST at the bottom to HARDEST at the top. Videos don't help with everything, so read these as well: https://minecraft.gamepedia.com/Comman...
execute as @e[dx=0] positioned ~-0.99 ~-0.99 ~-0.99 if entity @s[dx=0]
dx=0 basically creates a 1x1 cube in all positive xyz directions starting from the point of execution and checks if the entity's hitbox is intersecting with that cube
then you position it -1 block away in all directions and test for dx=0 again
so now you have 2 cubes with one of their corners touching the other cube's corner - the intersection is a point
this checks if the entity's hitbox is touching both of those cubes or in this case, the point created by the two cubes
you can tweak the positions to get the desired hitbox too - like when you want to detect if it's in the player's head
execute positioned ~0.0625 ~-0.0625 ~0.0625 as @e[dx=0] positioned ~-1.0625 ~-2.375 ~-1.0625 if entity @s[dx=0]
mspaint thing to work out the numbers for the head hitbox
https://cdn.discordapp.com/attachments/300707518278270980/761470369130479616/unknown.png(edited)
C0D3Crafter09-Oct-20 10:47 PM
I have stolen mcstaker html for minecrafts list of entities, blocks, and items and turned them into text files of there ids in alphabetical order. Though I would post the link here for anyone that needed it. https://github.com/C0D3Crafter/Minecraft/tree/master/Lists/1.16.3
画像ファイルをmcfunctionに変換するツール. Contribute to kemo14331/Particle-Converter development by creating an account on GitHub.
🐑Sheep-kun; SheepCommander☭🎩30-Oct-20 10:15 AM
🌵[MilkCommander] 🌵11-Nov-20 05:01 PM
1.17 replaceitem Converter
- Requires python
- Converts /replaceitem to 1.17 /item format
- Put in datapack root folder and run to recursively search through all mcfunction files inside
execute store success toggle var if score toggle var matches 0
It was a mistake to cum here11-Dec-20 04:34 PM
Toggle a score from 1 to 0 and vice versa using only one command definetly not stolen from mcc
🐑Sheep-kun; SheepCommander☭🎩18-Dec-20 05:01 PM
Vdvman MCC
Predicates are slower than a standard selector argument, however they are able to do certain checks more efficiently than a selector argument.
Specifically, using nbt= to check the mainhand, offhand, or armour requires loading the NBT of the entire player, whereas using a predicate you can test these without using NBT at all using the entity_properties condition
Predicates are also capable of doing an OR, whereas commands aren't able to directly, so using a predicate for an OR can often reduce the number of commands that need to run
There are also things where you have to use a predicate because commands aren't even able to test for them