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How to give a player an item if their level is of a certain minimum value, and make sure that they only have one of these items at a time?


Inventory Slot DetectionHow can I detect if a player has a specific item with a specific datavalue in their inventory?Location specific inventory retention in MinecraftHow do I give myself an item that can only be placed on a block with a certain damage value?Clearing Items with NBT TagsHow to test for if all players of a particular team are on a particular area?Change entity score within a rectangular area of the playerMinecraft 1.13: conditionally apply effect when player holds specific itemHow do I give player a score if they have an item in their inventory (Minecraft)Distance command and tag command not working






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0















I would like to accomplish this using a single command in a command block that is set to repeat, and I'd like to avoid using the scoreboard. I'm looking to check whether or not the player's level is above Lv.15, and if so, give them a tripwire hook named "15EXP Key". I'd also like to make sure they only have one of these keys at a time, so as to encourage using them before acquiring any more experience. I had tried this, but it didn't work how I had expected it to:



/execute unless entity @a[nbt=Inventory:[id:"minecraft:tripwire_hook"]] run give @a[level=15..] minecraft:tripwire_hookName:"15EXP Key" 1


Moreover, this command will be used in an area with multiple nearby players, and I'd like it to only apply to players in a certain specified area, but I have no idea how to do that. Also, it should apply to those players individually so that if one player has the required levels and the other does not, the player with the right level should receive the item but the other should not.










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  • I'm pretty sure you have to change the order of checks, first @a[level=15..], then unless @s[nbt=…]. Also, you said that it doesn't work like expected, how does it behave instead? Does the check for tripwire in the inventory work? I think it should, but I'm not 100% sure.

    – Fabian Röling
    Sep 4 '18 at 20:45

















0















I would like to accomplish this using a single command in a command block that is set to repeat, and I'd like to avoid using the scoreboard. I'm looking to check whether or not the player's level is above Lv.15, and if so, give them a tripwire hook named "15EXP Key". I'd also like to make sure they only have one of these keys at a time, so as to encourage using them before acquiring any more experience. I had tried this, but it didn't work how I had expected it to:



/execute unless entity @a[nbt=Inventory:[id:"minecraft:tripwire_hook"]] run give @a[level=15..] minecraft:tripwire_hookName:"15EXP Key" 1


Moreover, this command will be used in an area with multiple nearby players, and I'd like it to only apply to players in a certain specified area, but I have no idea how to do that. Also, it should apply to those players individually so that if one player has the required levels and the other does not, the player with the right level should receive the item but the other should not.










share|improve this question














bumped to the homepage by Community 1 hour ago


This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.















  • I'm pretty sure you have to change the order of checks, first @a[level=15..], then unless @s[nbt=…]. Also, you said that it doesn't work like expected, how does it behave instead? Does the check for tripwire in the inventory work? I think it should, but I'm not 100% sure.

    – Fabian Röling
    Sep 4 '18 at 20:45













0












0








0








I would like to accomplish this using a single command in a command block that is set to repeat, and I'd like to avoid using the scoreboard. I'm looking to check whether or not the player's level is above Lv.15, and if so, give them a tripwire hook named "15EXP Key". I'd also like to make sure they only have one of these keys at a time, so as to encourage using them before acquiring any more experience. I had tried this, but it didn't work how I had expected it to:



/execute unless entity @a[nbt=Inventory:[id:"minecraft:tripwire_hook"]] run give @a[level=15..] minecraft:tripwire_hookName:"15EXP Key" 1


Moreover, this command will be used in an area with multiple nearby players, and I'd like it to only apply to players in a certain specified area, but I have no idea how to do that. Also, it should apply to those players individually so that if one player has the required levels and the other does not, the player with the right level should receive the item but the other should not.










share|improve this question














I would like to accomplish this using a single command in a command block that is set to repeat, and I'd like to avoid using the scoreboard. I'm looking to check whether or not the player's level is above Lv.15, and if so, give them a tripwire hook named "15EXP Key". I'd also like to make sure they only have one of these keys at a time, so as to encourage using them before acquiring any more experience. I had tried this, but it didn't work how I had expected it to:



/execute unless entity @a[nbt=Inventory:[id:"minecraft:tripwire_hook"]] run give @a[level=15..] minecraft:tripwire_hookName:"15EXP Key" 1


Moreover, this command will be used in an area with multiple nearby players, and I'd like it to only apply to players in a certain specified area, but I have no idea how to do that. Also, it should apply to those players individually so that if one player has the required levels and the other does not, the player with the right level should receive the item but the other should not.







minecraft minecraft-commands






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asked Sep 4 '18 at 19:19









Cory AckleyCory Ackley

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bumped to the homepage by Community 1 hour ago


This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.







bumped to the homepage by Community 1 hour ago


This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.














  • I'm pretty sure you have to change the order of checks, first @a[level=15..], then unless @s[nbt=…]. Also, you said that it doesn't work like expected, how does it behave instead? Does the check for tripwire in the inventory work? I think it should, but I'm not 100% sure.

    – Fabian Röling
    Sep 4 '18 at 20:45

















  • I'm pretty sure you have to change the order of checks, first @a[level=15..], then unless @s[nbt=…]. Also, you said that it doesn't work like expected, how does it behave instead? Does the check for tripwire in the inventory work? I think it should, but I'm not 100% sure.

    – Fabian Röling
    Sep 4 '18 at 20:45
















I'm pretty sure you have to change the order of checks, first @a[level=15..], then unless @s[nbt=…]. Also, you said that it doesn't work like expected, how does it behave instead? Does the check for tripwire in the inventory work? I think it should, but I'm not 100% sure.

– Fabian Röling
Sep 4 '18 at 20:45





I'm pretty sure you have to change the order of checks, first @a[level=15..], then unless @s[nbt=…]. Also, you said that it doesn't work like expected, how does it behave instead? Does the check for tripwire in the inventory work? I think it should, but I'm not 100% sure.

– Fabian Röling
Sep 4 '18 at 20:45










1 Answer
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Check out this command:



/execute as @a[scores=level=15..,nbt=!Inventory:[id:"minecraft:tripwire_hook"]] run give @s tripwire_hookdisplay:Name:""15EXP Key""


Notice I've added a Count in the nbt, moved the score condition to the execute command and did some tweaking to your code to code I know would work. However, I have not tested this, but by the looks of it it should definitely work.






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    1 Answer
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    Check out this command:



    /execute as @a[scores=level=15..,nbt=!Inventory:[id:"minecraft:tripwire_hook"]] run give @s tripwire_hookdisplay:Name:""15EXP Key""


    Notice I've added a Count in the nbt, moved the score condition to the execute command and did some tweaking to your code to code I know would work. However, I have not tested this, but by the looks of it it should definitely work.






    share|improve this answer





























      0














      Check out this command:



      /execute as @a[scores=level=15..,nbt=!Inventory:[id:"minecraft:tripwire_hook"]] run give @s tripwire_hookdisplay:Name:""15EXP Key""


      Notice I've added a Count in the nbt, moved the score condition to the execute command and did some tweaking to your code to code I know would work. However, I have not tested this, but by the looks of it it should definitely work.






      share|improve this answer



























        0












        0








        0







        Check out this command:



        /execute as @a[scores=level=15..,nbt=!Inventory:[id:"minecraft:tripwire_hook"]] run give @s tripwire_hookdisplay:Name:""15EXP Key""


        Notice I've added a Count in the nbt, moved the score condition to the execute command and did some tweaking to your code to code I know would work. However, I have not tested this, but by the looks of it it should definitely work.






        share|improve this answer















        Check out this command:



        /execute as @a[scores=level=15..,nbt=!Inventory:[id:"minecraft:tripwire_hook"]] run give @s tripwire_hookdisplay:Name:""15EXP Key""


        Notice I've added a Count in the nbt, moved the score condition to the execute command and did some tweaking to your code to code I know would work. However, I have not tested this, but by the looks of it it should definitely work.







        share|improve this answer














        share|improve this answer



        share|improve this answer








        edited Feb 7 at 22:27

























        answered Dec 9 '18 at 16:45









        SpiceWeaselSpiceWeasel

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