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Selecting previous target in a second command block


How can I turn off TNT block damage?Check if player has item, if so remove itUsing a command to test when a player eats somethingIs it possible to check for an injured player in Minecraft?How do I check if a player has eaten rotten flesh in minecraft?How to make a spot to enter codesClearing a named swordTarget in Minecraft problemSpawn a command block with a player's nameReplace normal block with same block that has a special propertyProblem with multiple commands in one Command BlockHow do I make command blocks teleport players away from an area when they don't have a specific item?Clearing the player of an item that does NOT have a custom name on itHow to test for minimum amount of items in inventory and execute a command if true






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








7















I'm trying to make a system that prevents players from using certain items:



In one command block I have the following command "clear @a diamond_sword" executing constantly through a clock.



Off the side of that command block I have a redstone comparator to catch the output and emit a signal if the command is executed successfully (it managed to clear a Diamond Sword from a player's inventory).



That comparator is supposed to trigger another command block who uses "/tell" to send a message to that player who had his Diamond Sword removed a message like "You are not allowed to use Diamond Swords".



What command can I use in the second command block to send that message only to the players who have Diamond Swords cleared off their inventory?



"/tell @p ..." doesn't work, as it merely selects the nearest player.

"/tell @r ..." will target a random player, and

"/tell @a ..." will message everyone.



How can I make it target the last target of the previous command block (the one with the /clear command)?










share|improve this question
































    7















    I'm trying to make a system that prevents players from using certain items:



    In one command block I have the following command "clear @a diamond_sword" executing constantly through a clock.



    Off the side of that command block I have a redstone comparator to catch the output and emit a signal if the command is executed successfully (it managed to clear a Diamond Sword from a player's inventory).



    That comparator is supposed to trigger another command block who uses "/tell" to send a message to that player who had his Diamond Sword removed a message like "You are not allowed to use Diamond Swords".



    What command can I use in the second command block to send that message only to the players who have Diamond Swords cleared off their inventory?



    "/tell @p ..." doesn't work, as it merely selects the nearest player.

    "/tell @r ..." will target a random player, and

    "/tell @a ..." will message everyone.



    How can I make it target the last target of the previous command block (the one with the /clear command)?










    share|improve this question




























      7












      7








      7


      3






      I'm trying to make a system that prevents players from using certain items:



      In one command block I have the following command "clear @a diamond_sword" executing constantly through a clock.



      Off the side of that command block I have a redstone comparator to catch the output and emit a signal if the command is executed successfully (it managed to clear a Diamond Sword from a player's inventory).



      That comparator is supposed to trigger another command block who uses "/tell" to send a message to that player who had his Diamond Sword removed a message like "You are not allowed to use Diamond Swords".



      What command can I use in the second command block to send that message only to the players who have Diamond Swords cleared off their inventory?



      "/tell @p ..." doesn't work, as it merely selects the nearest player.

      "/tell @r ..." will target a random player, and

      "/tell @a ..." will message everyone.



      How can I make it target the last target of the previous command block (the one with the /clear command)?










      share|improve this question
















      I'm trying to make a system that prevents players from using certain items:



      In one command block I have the following command "clear @a diamond_sword" executing constantly through a clock.



      Off the side of that command block I have a redstone comparator to catch the output and emit a signal if the command is executed successfully (it managed to clear a Diamond Sword from a player's inventory).



      That comparator is supposed to trigger another command block who uses "/tell" to send a message to that player who had his Diamond Sword removed a message like "You are not allowed to use Diamond Swords".



      What command can I use in the second command block to send that message only to the players who have Diamond Swords cleared off their inventory?



      "/tell @p ..." doesn't work, as it merely selects the nearest player.

      "/tell @r ..." will target a random player, and

      "/tell @a ..." will message everyone.



      How can I make it target the last target of the previous command block (the one with the /clear command)?







      minecraft minecraft-commands






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited 27 mins ago









      DrFish

      11.3k10 gold badges61 silver badges120 bronze badges




      11.3k10 gold badges61 silver badges120 bronze badges










      asked Nov 2 '13 at 0:43









      LnSLnS

      381 silver badge3 bronze badges




      381 silver badge3 bronze badges























          2 Answers
          2






          active

          oldest

          votes


















          11













          You want to do this with scoreboards. My solution won't prevent getting diamond swords, but it will prevent crafting them and using them, i.e. a player can have a diamond sword in their inventory, as long as they never use it. How it gets there without crafting it, though, is pretty much impossible without cheats.



          First, you need to set up 2 scoreboard objectives, one for crafting, and one for using:



          /scoreboard objectives add craftedDiamondSword stat.craftItem.276
          /scoreboard objectives add usedDiamondSword stat.useItem.276


          Next, you need to set up two nearly identical chains of command blocks, one for each scoreboard objective. This will run on a clock like you already have. I'll only give the commands for using, so just replace that in the second chain with the crafting objective.



          First, clear those players inventories:



          clear @a[score_usedDiamondSword_min=1] 276


          Next, tell the players that used a diamond sword to not use it, and reset their score:



          tell @a[score_usedDiamondSword_min=1] Don't use diamond swords!
          scoreboard players set @a[score_usedDiamondSword_min=1] usedDiamondSword 0


          This last command block doesn't really need the [score_usedDiamondSword_min=1] but it's useful.



          I got this to work in a single line of command blocks with redstone over top for the uses chain, but it wouldn't work for the crafting. The solution is to pipe the result from the clear command block into the tell and set scoreboard command blocks with comparators. Here's a pic of the two setups:



          Diamond Sword clearer



          Use whatever clock you want.



          Additionally, if you never, ever want players to have a diamond sword, even in their inventory, and even if they don't use it, you can still clear from @a, and then just say to not use diamond swords if one is found.




          Update for added 1.8 functionality:



          The 1.8 snapshots have added the option to match players against the Inventory NBT tag when setting or incrementing a scoreboard objective. This means we can set up a dummy scoreboard objective to track whenever someone has a Diamond Sword in their inventory, regardless if they've used it or crafted it. First, set up the scoreboard objective:



          /scoreboard objectives add hasDiamondSword dummy


          Next, we need to run two command blocks on the same clock; one to set players scores, and another to check those player's scores and clear the diamond swords:



          scoreboard players add @a hasDiamondSword 1 Inventory:[id:"minecraft:diamond_sword"]
          clear @a[score_hasDiamondSword_min=1] minecraft:diamond_sword


          The second command is fairly similar to the old commands, except instead of using the old ID number, I'm using the name instead. The first is a bit more complicated, so let's walk through it. Basically it says add to all players on their hasDiamondSword objective the value 1 if that player has an inventory and that inventory contains a diamond sword. So, for anyone that has a diamond sword in their inventory, their hasDiamondSword objective will be incremented.



          Finally, like in the old version, we need to tell the players to not use diamond swords, and to reset their hasDiamondSword objective:



          tell @a[score_hasDiamondSword_min=1] Don't use diamond swords!
          scoreboard players set @a[score_hasDiamondSword_min=1] hasDiamondSword 0


          I stacked these two command blocks (with the tell on bottom) and fed them with a comparator from the clear command block. This is what it all looks like in the end:



          command block setup






          share|improve this answer



























          • Hold on, why is it necessary to check whether the player has the sword instead of just doing /clear @a minecraft:diamond_sword?

            – pppery
            Aug 16 '18 at 22:18











          • Because the OP wanted to tell the offender not to use a diamond sword. You can do that now without the scoreboard, but not when this question was asked.

            – MBraedley
            Aug 16 '18 at 22:51



















          0













          Not sure but seems to me that you could notify all players with a diamond sword first, THEN remove all diamond swords. I haven't tested it but



          tell @a Inventory:[id:"minecraft:diamond_sword"] Don't use diamond swords!


          and only then



          clear @a diamond_sword





          share|improve this answer



























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            2 Answers
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            2 Answers
            2






            active

            oldest

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            oldest

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            active

            oldest

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            11













            You want to do this with scoreboards. My solution won't prevent getting diamond swords, but it will prevent crafting them and using them, i.e. a player can have a diamond sword in their inventory, as long as they never use it. How it gets there without crafting it, though, is pretty much impossible without cheats.



            First, you need to set up 2 scoreboard objectives, one for crafting, and one for using:



            /scoreboard objectives add craftedDiamondSword stat.craftItem.276
            /scoreboard objectives add usedDiamondSword stat.useItem.276


            Next, you need to set up two nearly identical chains of command blocks, one for each scoreboard objective. This will run on a clock like you already have. I'll only give the commands for using, so just replace that in the second chain with the crafting objective.



            First, clear those players inventories:



            clear @a[score_usedDiamondSword_min=1] 276


            Next, tell the players that used a diamond sword to not use it, and reset their score:



            tell @a[score_usedDiamondSword_min=1] Don't use diamond swords!
            scoreboard players set @a[score_usedDiamondSword_min=1] usedDiamondSword 0


            This last command block doesn't really need the [score_usedDiamondSword_min=1] but it's useful.



            I got this to work in a single line of command blocks with redstone over top for the uses chain, but it wouldn't work for the crafting. The solution is to pipe the result from the clear command block into the tell and set scoreboard command blocks with comparators. Here's a pic of the two setups:



            Diamond Sword clearer



            Use whatever clock you want.



            Additionally, if you never, ever want players to have a diamond sword, even in their inventory, and even if they don't use it, you can still clear from @a, and then just say to not use diamond swords if one is found.




            Update for added 1.8 functionality:



            The 1.8 snapshots have added the option to match players against the Inventory NBT tag when setting or incrementing a scoreboard objective. This means we can set up a dummy scoreboard objective to track whenever someone has a Diamond Sword in their inventory, regardless if they've used it or crafted it. First, set up the scoreboard objective:



            /scoreboard objectives add hasDiamondSword dummy


            Next, we need to run two command blocks on the same clock; one to set players scores, and another to check those player's scores and clear the diamond swords:



            scoreboard players add @a hasDiamondSword 1 Inventory:[id:"minecraft:diamond_sword"]
            clear @a[score_hasDiamondSword_min=1] minecraft:diamond_sword


            The second command is fairly similar to the old commands, except instead of using the old ID number, I'm using the name instead. The first is a bit more complicated, so let's walk through it. Basically it says add to all players on their hasDiamondSword objective the value 1 if that player has an inventory and that inventory contains a diamond sword. So, for anyone that has a diamond sword in their inventory, their hasDiamondSword objective will be incremented.



            Finally, like in the old version, we need to tell the players to not use diamond swords, and to reset their hasDiamondSword objective:



            tell @a[score_hasDiamondSword_min=1] Don't use diamond swords!
            scoreboard players set @a[score_hasDiamondSword_min=1] hasDiamondSword 0


            I stacked these two command blocks (with the tell on bottom) and fed them with a comparator from the clear command block. This is what it all looks like in the end:



            command block setup






            share|improve this answer



























            • Hold on, why is it necessary to check whether the player has the sword instead of just doing /clear @a minecraft:diamond_sword?

              – pppery
              Aug 16 '18 at 22:18











            • Because the OP wanted to tell the offender not to use a diamond sword. You can do that now without the scoreboard, but not when this question was asked.

              – MBraedley
              Aug 16 '18 at 22:51
















            11













            You want to do this with scoreboards. My solution won't prevent getting diamond swords, but it will prevent crafting them and using them, i.e. a player can have a diamond sword in their inventory, as long as they never use it. How it gets there without crafting it, though, is pretty much impossible without cheats.



            First, you need to set up 2 scoreboard objectives, one for crafting, and one for using:



            /scoreboard objectives add craftedDiamondSword stat.craftItem.276
            /scoreboard objectives add usedDiamondSword stat.useItem.276


            Next, you need to set up two nearly identical chains of command blocks, one for each scoreboard objective. This will run on a clock like you already have. I'll only give the commands for using, so just replace that in the second chain with the crafting objective.



            First, clear those players inventories:



            clear @a[score_usedDiamondSword_min=1] 276


            Next, tell the players that used a diamond sword to not use it, and reset their score:



            tell @a[score_usedDiamondSword_min=1] Don't use diamond swords!
            scoreboard players set @a[score_usedDiamondSword_min=1] usedDiamondSword 0


            This last command block doesn't really need the [score_usedDiamondSword_min=1] but it's useful.



            I got this to work in a single line of command blocks with redstone over top for the uses chain, but it wouldn't work for the crafting. The solution is to pipe the result from the clear command block into the tell and set scoreboard command blocks with comparators. Here's a pic of the two setups:



            Diamond Sword clearer



            Use whatever clock you want.



            Additionally, if you never, ever want players to have a diamond sword, even in their inventory, and even if they don't use it, you can still clear from @a, and then just say to not use diamond swords if one is found.




            Update for added 1.8 functionality:



            The 1.8 snapshots have added the option to match players against the Inventory NBT tag when setting or incrementing a scoreboard objective. This means we can set up a dummy scoreboard objective to track whenever someone has a Diamond Sword in their inventory, regardless if they've used it or crafted it. First, set up the scoreboard objective:



            /scoreboard objectives add hasDiamondSword dummy


            Next, we need to run two command blocks on the same clock; one to set players scores, and another to check those player's scores and clear the diamond swords:



            scoreboard players add @a hasDiamondSword 1 Inventory:[id:"minecraft:diamond_sword"]
            clear @a[score_hasDiamondSword_min=1] minecraft:diamond_sword


            The second command is fairly similar to the old commands, except instead of using the old ID number, I'm using the name instead. The first is a bit more complicated, so let's walk through it. Basically it says add to all players on their hasDiamondSword objective the value 1 if that player has an inventory and that inventory contains a diamond sword. So, for anyone that has a diamond sword in their inventory, their hasDiamondSword objective will be incremented.



            Finally, like in the old version, we need to tell the players to not use diamond swords, and to reset their hasDiamondSword objective:



            tell @a[score_hasDiamondSword_min=1] Don't use diamond swords!
            scoreboard players set @a[score_hasDiamondSword_min=1] hasDiamondSword 0


            I stacked these two command blocks (with the tell on bottom) and fed them with a comparator from the clear command block. This is what it all looks like in the end:



            command block setup






            share|improve this answer



























            • Hold on, why is it necessary to check whether the player has the sword instead of just doing /clear @a minecraft:diamond_sword?

              – pppery
              Aug 16 '18 at 22:18











            • Because the OP wanted to tell the offender not to use a diamond sword. You can do that now without the scoreboard, but not when this question was asked.

              – MBraedley
              Aug 16 '18 at 22:51














            11












            11








            11







            You want to do this with scoreboards. My solution won't prevent getting diamond swords, but it will prevent crafting them and using them, i.e. a player can have a diamond sword in their inventory, as long as they never use it. How it gets there without crafting it, though, is pretty much impossible without cheats.



            First, you need to set up 2 scoreboard objectives, one for crafting, and one for using:



            /scoreboard objectives add craftedDiamondSword stat.craftItem.276
            /scoreboard objectives add usedDiamondSword stat.useItem.276


            Next, you need to set up two nearly identical chains of command blocks, one for each scoreboard objective. This will run on a clock like you already have. I'll only give the commands for using, so just replace that in the second chain with the crafting objective.



            First, clear those players inventories:



            clear @a[score_usedDiamondSword_min=1] 276


            Next, tell the players that used a diamond sword to not use it, and reset their score:



            tell @a[score_usedDiamondSword_min=1] Don't use diamond swords!
            scoreboard players set @a[score_usedDiamondSword_min=1] usedDiamondSword 0


            This last command block doesn't really need the [score_usedDiamondSword_min=1] but it's useful.



            I got this to work in a single line of command blocks with redstone over top for the uses chain, but it wouldn't work for the crafting. The solution is to pipe the result from the clear command block into the tell and set scoreboard command blocks with comparators. Here's a pic of the two setups:



            Diamond Sword clearer



            Use whatever clock you want.



            Additionally, if you never, ever want players to have a diamond sword, even in their inventory, and even if they don't use it, you can still clear from @a, and then just say to not use diamond swords if one is found.




            Update for added 1.8 functionality:



            The 1.8 snapshots have added the option to match players against the Inventory NBT tag when setting or incrementing a scoreboard objective. This means we can set up a dummy scoreboard objective to track whenever someone has a Diamond Sword in their inventory, regardless if they've used it or crafted it. First, set up the scoreboard objective:



            /scoreboard objectives add hasDiamondSword dummy


            Next, we need to run two command blocks on the same clock; one to set players scores, and another to check those player's scores and clear the diamond swords:



            scoreboard players add @a hasDiamondSword 1 Inventory:[id:"minecraft:diamond_sword"]
            clear @a[score_hasDiamondSword_min=1] minecraft:diamond_sword


            The second command is fairly similar to the old commands, except instead of using the old ID number, I'm using the name instead. The first is a bit more complicated, so let's walk through it. Basically it says add to all players on their hasDiamondSword objective the value 1 if that player has an inventory and that inventory contains a diamond sword. So, for anyone that has a diamond sword in their inventory, their hasDiamondSword objective will be incremented.



            Finally, like in the old version, we need to tell the players to not use diamond swords, and to reset their hasDiamondSword objective:



            tell @a[score_hasDiamondSword_min=1] Don't use diamond swords!
            scoreboard players set @a[score_hasDiamondSword_min=1] hasDiamondSword 0


            I stacked these two command blocks (with the tell on bottom) and fed them with a comparator from the clear command block. This is what it all looks like in the end:



            command block setup






            share|improve this answer















            You want to do this with scoreboards. My solution won't prevent getting diamond swords, but it will prevent crafting them and using them, i.e. a player can have a diamond sword in their inventory, as long as they never use it. How it gets there without crafting it, though, is pretty much impossible without cheats.



            First, you need to set up 2 scoreboard objectives, one for crafting, and one for using:



            /scoreboard objectives add craftedDiamondSword stat.craftItem.276
            /scoreboard objectives add usedDiamondSword stat.useItem.276


            Next, you need to set up two nearly identical chains of command blocks, one for each scoreboard objective. This will run on a clock like you already have. I'll only give the commands for using, so just replace that in the second chain with the crafting objective.



            First, clear those players inventories:



            clear @a[score_usedDiamondSword_min=1] 276


            Next, tell the players that used a diamond sword to not use it, and reset their score:



            tell @a[score_usedDiamondSword_min=1] Don't use diamond swords!
            scoreboard players set @a[score_usedDiamondSword_min=1] usedDiamondSword 0


            This last command block doesn't really need the [score_usedDiamondSword_min=1] but it's useful.



            I got this to work in a single line of command blocks with redstone over top for the uses chain, but it wouldn't work for the crafting. The solution is to pipe the result from the clear command block into the tell and set scoreboard command blocks with comparators. Here's a pic of the two setups:



            Diamond Sword clearer



            Use whatever clock you want.



            Additionally, if you never, ever want players to have a diamond sword, even in their inventory, and even if they don't use it, you can still clear from @a, and then just say to not use diamond swords if one is found.




            Update for added 1.8 functionality:



            The 1.8 snapshots have added the option to match players against the Inventory NBT tag when setting or incrementing a scoreboard objective. This means we can set up a dummy scoreboard objective to track whenever someone has a Diamond Sword in their inventory, regardless if they've used it or crafted it. First, set up the scoreboard objective:



            /scoreboard objectives add hasDiamondSword dummy


            Next, we need to run two command blocks on the same clock; one to set players scores, and another to check those player's scores and clear the diamond swords:



            scoreboard players add @a hasDiamondSword 1 Inventory:[id:"minecraft:diamond_sword"]
            clear @a[score_hasDiamondSword_min=1] minecraft:diamond_sword


            The second command is fairly similar to the old commands, except instead of using the old ID number, I'm using the name instead. The first is a bit more complicated, so let's walk through it. Basically it says add to all players on their hasDiamondSword objective the value 1 if that player has an inventory and that inventory contains a diamond sword. So, for anyone that has a diamond sword in their inventory, their hasDiamondSword objective will be incremented.



            Finally, like in the old version, we need to tell the players to not use diamond swords, and to reset their hasDiamondSword objective:



            tell @a[score_hasDiamondSword_min=1] Don't use diamond swords!
            scoreboard players set @a[score_hasDiamondSword_min=1] hasDiamondSword 0


            I stacked these two command blocks (with the tell on bottom) and fed them with a comparator from the clear command block. This is what it all looks like in the end:



            command block setup







            share|improve this answer














            share|improve this answer



            share|improve this answer








            edited Apr 20 '14 at 13:45

























            answered Nov 2 '13 at 14:39









            MBraedleyMBraedley

            13.4k17 gold badges89 silver badges141 bronze badges




            13.4k17 gold badges89 silver badges141 bronze badges















            • Hold on, why is it necessary to check whether the player has the sword instead of just doing /clear @a minecraft:diamond_sword?

              – pppery
              Aug 16 '18 at 22:18











            • Because the OP wanted to tell the offender not to use a diamond sword. You can do that now without the scoreboard, but not when this question was asked.

              – MBraedley
              Aug 16 '18 at 22:51


















            • Hold on, why is it necessary to check whether the player has the sword instead of just doing /clear @a minecraft:diamond_sword?

              – pppery
              Aug 16 '18 at 22:18











            • Because the OP wanted to tell the offender not to use a diamond sword. You can do that now without the scoreboard, but not when this question was asked.

              – MBraedley
              Aug 16 '18 at 22:51

















            Hold on, why is it necessary to check whether the player has the sword instead of just doing /clear @a minecraft:diamond_sword?

            – pppery
            Aug 16 '18 at 22:18





            Hold on, why is it necessary to check whether the player has the sword instead of just doing /clear @a minecraft:diamond_sword?

            – pppery
            Aug 16 '18 at 22:18













            Because the OP wanted to tell the offender not to use a diamond sword. You can do that now without the scoreboard, but not when this question was asked.

            – MBraedley
            Aug 16 '18 at 22:51






            Because the OP wanted to tell the offender not to use a diamond sword. You can do that now without the scoreboard, but not when this question was asked.

            – MBraedley
            Aug 16 '18 at 22:51














            0













            Not sure but seems to me that you could notify all players with a diamond sword first, THEN remove all diamond swords. I haven't tested it but



            tell @a Inventory:[id:"minecraft:diamond_sword"] Don't use diamond swords!


            and only then



            clear @a diamond_sword





            share|improve this answer





























              0













              Not sure but seems to me that you could notify all players with a diamond sword first, THEN remove all diamond swords. I haven't tested it but



              tell @a Inventory:[id:"minecraft:diamond_sword"] Don't use diamond swords!


              and only then



              clear @a diamond_sword





              share|improve this answer



























                0












                0








                0







                Not sure but seems to me that you could notify all players with a diamond sword first, THEN remove all diamond swords. I haven't tested it but



                tell @a Inventory:[id:"minecraft:diamond_sword"] Don't use diamond swords!


                and only then



                clear @a diamond_sword





                share|improve this answer













                Not sure but seems to me that you could notify all players with a diamond sword first, THEN remove all diamond swords. I haven't tested it but



                tell @a Inventory:[id:"minecraft:diamond_sword"] Don't use diamond swords!


                and only then



                clear @a diamond_sword






                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Sep 4 '15 at 9:24









                James Carlyle-ClarkeJames Carlyle-Clarke

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