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How to effect players that triggered a command in Minecraft?
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I want to do a /testfor
command for burning players, and then instantly heal them, what is the command for that?
minecraft minecraft-commands
add a comment |
I want to do a /testfor
command for burning players, and then instantly heal them, what is the command for that?
minecraft minecraft-commands
Have you tried anything yourself? Or have you tried looking up how to do this?
– Robotnik♦
Jul 16 '15 at 13:47
add a comment |
I want to do a /testfor
command for burning players, and then instantly heal them, what is the command for that?
minecraft minecraft-commands
I want to do a /testfor
command for burning players, and then instantly heal them, what is the command for that?
minecraft minecraft-commands
minecraft minecraft-commands
edited Jul 16 '15 at 13:47
Robotnik♦
27.4k43 gold badges132 silver badges232 bronze badges
27.4k43 gold badges132 silver badges232 bronze badges
asked Jul 16 '15 at 13:43
Melvin JunodMelvin Junod
1
1
Have you tried anything yourself? Or have you tried looking up how to do this?
– Robotnik♦
Jul 16 '15 at 13:47
add a comment |
Have you tried anything yourself? Or have you tried looking up how to do this?
– Robotnik♦
Jul 16 '15 at 13:47
Have you tried anything yourself? Or have you tried looking up how to do this?
– Robotnik♦
Jul 16 '15 at 13:47
Have you tried anything yourself? Or have you tried looking up how to do this?
– Robotnik♦
Jul 16 '15 at 13:47
add a comment |
2 Answers
2
active
oldest
votes
First, add an objective to track if a player is burning:
/scoreboard objectives add isBurning dummy
On a clock, run the following commands in this order:
/scoreboard players set @a isBurning 1
/scoreboard players set @a isBurning 0 Fire:-20s
/effect @a[score_isBurning_min=1] instant_health 20 20
The way this works is that, first, everybody's isBurning
score is set to 1. When not burning, a player's Fire
tag is at -20s
, so the isBurning
score for those with a Fire
tag at -20s
is then set to 0, leaving only those who are burning still with an isBurning
score of 1. The instant_health potion effect can then be applied to the players that are burning.
As a general tip, the /testfor
command is a lot less useful than people seem to think. When using /testfor
, you are essentially just asking "Does this entity exist?" and getting a yes/no answer without being able to do anything with the entity matched your query. If you want to be doing something with the entity (healing, killing, teleporting, etc.), you shouldn't use /testfor
.
+1 for the general tip. Typically, execute is better suited. testfor has niche functionality for adventure maps, and is largely incompatible with fill clocks.
– MrLemon
Jul 18 '15 at 11:57
You should explicitly mention fill clocks, as the scoreboard commands need to run simultaneously but in order, so that the wscores don't fluctuate
– MrLemon
Jul 18 '15 at 12:00
@MrLemon It should be fine if they're not run simultaneously, so long as they're run in order.
– SirBenet
Jul 18 '15 at 13:21
add a comment |
This can be done in just one command in Minecraft 1.13:
/effect give @a[nbt=!Fire:-20s] instant_health 20 20
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
First, add an objective to track if a player is burning:
/scoreboard objectives add isBurning dummy
On a clock, run the following commands in this order:
/scoreboard players set @a isBurning 1
/scoreboard players set @a isBurning 0 Fire:-20s
/effect @a[score_isBurning_min=1] instant_health 20 20
The way this works is that, first, everybody's isBurning
score is set to 1. When not burning, a player's Fire
tag is at -20s
, so the isBurning
score for those with a Fire
tag at -20s
is then set to 0, leaving only those who are burning still with an isBurning
score of 1. The instant_health potion effect can then be applied to the players that are burning.
As a general tip, the /testfor
command is a lot less useful than people seem to think. When using /testfor
, you are essentially just asking "Does this entity exist?" and getting a yes/no answer without being able to do anything with the entity matched your query. If you want to be doing something with the entity (healing, killing, teleporting, etc.), you shouldn't use /testfor
.
+1 for the general tip. Typically, execute is better suited. testfor has niche functionality for adventure maps, and is largely incompatible with fill clocks.
– MrLemon
Jul 18 '15 at 11:57
You should explicitly mention fill clocks, as the scoreboard commands need to run simultaneously but in order, so that the wscores don't fluctuate
– MrLemon
Jul 18 '15 at 12:00
@MrLemon It should be fine if they're not run simultaneously, so long as they're run in order.
– SirBenet
Jul 18 '15 at 13:21
add a comment |
First, add an objective to track if a player is burning:
/scoreboard objectives add isBurning dummy
On a clock, run the following commands in this order:
/scoreboard players set @a isBurning 1
/scoreboard players set @a isBurning 0 Fire:-20s
/effect @a[score_isBurning_min=1] instant_health 20 20
The way this works is that, first, everybody's isBurning
score is set to 1. When not burning, a player's Fire
tag is at -20s
, so the isBurning
score for those with a Fire
tag at -20s
is then set to 0, leaving only those who are burning still with an isBurning
score of 1. The instant_health potion effect can then be applied to the players that are burning.
As a general tip, the /testfor
command is a lot less useful than people seem to think. When using /testfor
, you are essentially just asking "Does this entity exist?" and getting a yes/no answer without being able to do anything with the entity matched your query. If you want to be doing something with the entity (healing, killing, teleporting, etc.), you shouldn't use /testfor
.
+1 for the general tip. Typically, execute is better suited. testfor has niche functionality for adventure maps, and is largely incompatible with fill clocks.
– MrLemon
Jul 18 '15 at 11:57
You should explicitly mention fill clocks, as the scoreboard commands need to run simultaneously but in order, so that the wscores don't fluctuate
– MrLemon
Jul 18 '15 at 12:00
@MrLemon It should be fine if they're not run simultaneously, so long as they're run in order.
– SirBenet
Jul 18 '15 at 13:21
add a comment |
First, add an objective to track if a player is burning:
/scoreboard objectives add isBurning dummy
On a clock, run the following commands in this order:
/scoreboard players set @a isBurning 1
/scoreboard players set @a isBurning 0 Fire:-20s
/effect @a[score_isBurning_min=1] instant_health 20 20
The way this works is that, first, everybody's isBurning
score is set to 1. When not burning, a player's Fire
tag is at -20s
, so the isBurning
score for those with a Fire
tag at -20s
is then set to 0, leaving only those who are burning still with an isBurning
score of 1. The instant_health potion effect can then be applied to the players that are burning.
As a general tip, the /testfor
command is a lot less useful than people seem to think. When using /testfor
, you are essentially just asking "Does this entity exist?" and getting a yes/no answer without being able to do anything with the entity matched your query. If you want to be doing something with the entity (healing, killing, teleporting, etc.), you shouldn't use /testfor
.
First, add an objective to track if a player is burning:
/scoreboard objectives add isBurning dummy
On a clock, run the following commands in this order:
/scoreboard players set @a isBurning 1
/scoreboard players set @a isBurning 0 Fire:-20s
/effect @a[score_isBurning_min=1] instant_health 20 20
The way this works is that, first, everybody's isBurning
score is set to 1. When not burning, a player's Fire
tag is at -20s
, so the isBurning
score for those with a Fire
tag at -20s
is then set to 0, leaving only those who are burning still with an isBurning
score of 1. The instant_health potion effect can then be applied to the players that are burning.
As a general tip, the /testfor
command is a lot less useful than people seem to think. When using /testfor
, you are essentially just asking "Does this entity exist?" and getting a yes/no answer without being able to do anything with the entity matched your query. If you want to be doing something with the entity (healing, killing, teleporting, etc.), you shouldn't use /testfor
.
edited Jul 18 '15 at 10:32
answered Jul 18 '15 at 10:27
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
SirBenetSirBenet
25.5k3 gold badges51 silver badges81 bronze badges
25.5k3 gold badges51 silver badges81 bronze badges
+1 for the general tip. Typically, execute is better suited. testfor has niche functionality for adventure maps, and is largely incompatible with fill clocks.
– MrLemon
Jul 18 '15 at 11:57
You should explicitly mention fill clocks, as the scoreboard commands need to run simultaneously but in order, so that the wscores don't fluctuate
– MrLemon
Jul 18 '15 at 12:00
@MrLemon It should be fine if they're not run simultaneously, so long as they're run in order.
– SirBenet
Jul 18 '15 at 13:21
add a comment |
+1 for the general tip. Typically, execute is better suited. testfor has niche functionality for adventure maps, and is largely incompatible with fill clocks.
– MrLemon
Jul 18 '15 at 11:57
You should explicitly mention fill clocks, as the scoreboard commands need to run simultaneously but in order, so that the wscores don't fluctuate
– MrLemon
Jul 18 '15 at 12:00
@MrLemon It should be fine if they're not run simultaneously, so long as they're run in order.
– SirBenet
Jul 18 '15 at 13:21
+1 for the general tip. Typically, execute is better suited. testfor has niche functionality for adventure maps, and is largely incompatible with fill clocks.
– MrLemon
Jul 18 '15 at 11:57
+1 for the general tip. Typically, execute is better suited. testfor has niche functionality for adventure maps, and is largely incompatible with fill clocks.
– MrLemon
Jul 18 '15 at 11:57
You should explicitly mention fill clocks, as the scoreboard commands need to run simultaneously but in order, so that the wscores don't fluctuate
– MrLemon
Jul 18 '15 at 12:00
You should explicitly mention fill clocks, as the scoreboard commands need to run simultaneously but in order, so that the wscores don't fluctuate
– MrLemon
Jul 18 '15 at 12:00
@MrLemon It should be fine if they're not run simultaneously, so long as they're run in order.
– SirBenet
Jul 18 '15 at 13:21
@MrLemon It should be fine if they're not run simultaneously, so long as they're run in order.
– SirBenet
Jul 18 '15 at 13:21
add a comment |
This can be done in just one command in Minecraft 1.13:
/effect give @a[nbt=!Fire:-20s] instant_health 20 20
add a comment |
This can be done in just one command in Minecraft 1.13:
/effect give @a[nbt=!Fire:-20s] instant_health 20 20
add a comment |
This can be done in just one command in Minecraft 1.13:
/effect give @a[nbt=!Fire:-20s] instant_health 20 20
This can be done in just one command in Minecraft 1.13:
/effect give @a[nbt=!Fire:-20s] instant_health 20 20
answered 59 mins ago


ppperypppery
8515 silver badges17 bronze badges
8515 silver badges17 bronze badges
add a comment |
add a comment |
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Have you tried anything yourself? Or have you tried looking up how to do this?
– Robotnik♦
Jul 16 '15 at 13:47