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(Java Minecraft 1.14) How to give effects in a function rewarded by an advancement?


How can you summon/create player shot arrows using commands?multiple /tellraw reactions from same commandMinecraft - How to select flying arrows by NBT data given to them in item formWhy am I getting an 'unexpected token' error with this Minecraft /give command?How to remove infinite potion effects?How do you spawn an entity that can be linked to the player that spawned it in Minecraft 1.13?Need to make target selector only select one entity(Java Minecraft 1.13) Can I remove the shadow on an item's name?(Java Minecraft 1.14) How to /give a written book?(Java Minecraft 1.14.3) How to detect a player holding right click?






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0















I have a function triggered by an advancement that is supposed to give the player nausea and strength. It looks like this:



tellraw @s ["text":"[","color":"dark_aqua","selector":"@s","color":"dark_aqua","text":"] ","color":"dark_aqua","text":"I feel ill...","color":"aqua"]
effect give @s minecraft:nausea 30 3 true
effect give @s minecraft:strength 30 1 true
advancement revoke @s only dark_magic:hidden/drink_blood


This is triggered by the player drinking a retextured milk bucket (a blood-filled bucket), which works fine. The advancement which triggers the function is very simple and looks like this:




"criteria":
"drink_blood":
"trigger": "minecraft:consume_item",
"conditions":
"item":
"item": "minecraft:milk_bucket",
"nbt": "BloodBucket:1b,CustomModelData:1"



,
"rewards":
"function": "dark_magic:progression/story_dialogue/i_feel_ill"




When I drink a milk bucket with the custom NBT tag BloodBucket:1b, it works: the /tellraw triggers, and the advancement is revoked, reseting everything so I can drink it again and it will still work. However, the /effect commands don't work. I can run the function manually from the chat, as in /function dark_magic:progression/story_dialogue/i_feel_ill, and the effects work fine, but when run by the advancement, they don't work at all.



Does anyone know why this is? Moreover, does anyone know how to get around this? I know I could tag the player as drank_blood or something and /schedule a function for 1 tick later which executes the effects as all players tagged with drank_blood and removes the tag, but that seems unnecessarily complicated for something as simple as giving an effect.



Am I doing something wrong with a selector or missing something simple, or is this just not possible and I'll need to do the /schedule method?










share|improve this question






























    0















    I have a function triggered by an advancement that is supposed to give the player nausea and strength. It looks like this:



    tellraw @s ["text":"[","color":"dark_aqua","selector":"@s","color":"dark_aqua","text":"] ","color":"dark_aqua","text":"I feel ill...","color":"aqua"]
    effect give @s minecraft:nausea 30 3 true
    effect give @s minecraft:strength 30 1 true
    advancement revoke @s only dark_magic:hidden/drink_blood


    This is triggered by the player drinking a retextured milk bucket (a blood-filled bucket), which works fine. The advancement which triggers the function is very simple and looks like this:




    "criteria":
    "drink_blood":
    "trigger": "minecraft:consume_item",
    "conditions":
    "item":
    "item": "minecraft:milk_bucket",
    "nbt": "BloodBucket:1b,CustomModelData:1"



    ,
    "rewards":
    "function": "dark_magic:progression/story_dialogue/i_feel_ill"




    When I drink a milk bucket with the custom NBT tag BloodBucket:1b, it works: the /tellraw triggers, and the advancement is revoked, reseting everything so I can drink it again and it will still work. However, the /effect commands don't work. I can run the function manually from the chat, as in /function dark_magic:progression/story_dialogue/i_feel_ill, and the effects work fine, but when run by the advancement, they don't work at all.



    Does anyone know why this is? Moreover, does anyone know how to get around this? I know I could tag the player as drank_blood or something and /schedule a function for 1 tick later which executes the effects as all players tagged with drank_blood and removes the tag, but that seems unnecessarily complicated for something as simple as giving an effect.



    Am I doing something wrong with a selector or missing something simple, or is this just not possible and I'll need to do the /schedule method?










    share|improve this question


























      0












      0








      0








      I have a function triggered by an advancement that is supposed to give the player nausea and strength. It looks like this:



      tellraw @s ["text":"[","color":"dark_aqua","selector":"@s","color":"dark_aqua","text":"] ","color":"dark_aqua","text":"I feel ill...","color":"aqua"]
      effect give @s minecraft:nausea 30 3 true
      effect give @s minecraft:strength 30 1 true
      advancement revoke @s only dark_magic:hidden/drink_blood


      This is triggered by the player drinking a retextured milk bucket (a blood-filled bucket), which works fine. The advancement which triggers the function is very simple and looks like this:




      "criteria":
      "drink_blood":
      "trigger": "minecraft:consume_item",
      "conditions":
      "item":
      "item": "minecraft:milk_bucket",
      "nbt": "BloodBucket:1b,CustomModelData:1"



      ,
      "rewards":
      "function": "dark_magic:progression/story_dialogue/i_feel_ill"




      When I drink a milk bucket with the custom NBT tag BloodBucket:1b, it works: the /tellraw triggers, and the advancement is revoked, reseting everything so I can drink it again and it will still work. However, the /effect commands don't work. I can run the function manually from the chat, as in /function dark_magic:progression/story_dialogue/i_feel_ill, and the effects work fine, but when run by the advancement, they don't work at all.



      Does anyone know why this is? Moreover, does anyone know how to get around this? I know I could tag the player as drank_blood or something and /schedule a function for 1 tick later which executes the effects as all players tagged with drank_blood and removes the tag, but that seems unnecessarily complicated for something as simple as giving an effect.



      Am I doing something wrong with a selector or missing something simple, or is this just not possible and I'll need to do the /schedule method?










      share|improve this question














      I have a function triggered by an advancement that is supposed to give the player nausea and strength. It looks like this:



      tellraw @s ["text":"[","color":"dark_aqua","selector":"@s","color":"dark_aqua","text":"] ","color":"dark_aqua","text":"I feel ill...","color":"aqua"]
      effect give @s minecraft:nausea 30 3 true
      effect give @s minecraft:strength 30 1 true
      advancement revoke @s only dark_magic:hidden/drink_blood


      This is triggered by the player drinking a retextured milk bucket (a blood-filled bucket), which works fine. The advancement which triggers the function is very simple and looks like this:




      "criteria":
      "drink_blood":
      "trigger": "minecraft:consume_item",
      "conditions":
      "item":
      "item": "minecraft:milk_bucket",
      "nbt": "BloodBucket:1b,CustomModelData:1"



      ,
      "rewards":
      "function": "dark_magic:progression/story_dialogue/i_feel_ill"




      When I drink a milk bucket with the custom NBT tag BloodBucket:1b, it works: the /tellraw triggers, and the advancement is revoked, reseting everything so I can drink it again and it will still work. However, the /effect commands don't work. I can run the function manually from the chat, as in /function dark_magic:progression/story_dialogue/i_feel_ill, and the effects work fine, but when run by the advancement, they don't work at all.



      Does anyone know why this is? Moreover, does anyone know how to get around this? I know I could tag the player as drank_blood or something and /schedule a function for 1 tick later which executes the effects as all players tagged with drank_blood and removes the tag, but that seems unnecessarily complicated for something as simple as giving an effect.



      Am I doing something wrong with a selector or missing something simple, or is this just not possible and I'll need to do the /schedule method?







      minecraft minecraft-commands minecraft-datapack






      share|improve this question













      share|improve this question











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      Nik3141Nik3141

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