Right hey everyone so we’re on to the functional side of Rune crafting and well Rune activating I guess that’s how to word it correctly so uh again we probably won’t go over the crafting mechanism although actually we can talk about how I uh handle item deletion in this scenario cuz it is slightly Different I’m reducing the stack so for instance if we were to drop the glow squid ink and the paper again it does it one by one regardless of there being 64 so that and that right so it counts down and gets rid of the glow squid inks and The paper evenly but then at the same time it’s not something I can utilize for this function because what I’m doing I am essentially turning the paper into the Rune right rather than summoning an item and every time that triggers I want it to have an experience cost I could Make it spawn in an item I suppose and that way you can dump a whole stack of of paper and the items and it will do them one by one that’s a thought to have right probably better that way but we’ll leave it B for now at the very least but Yeah functionality side right so we’ll go over that crafting the grindstone and we’ll go over the actual runes and their functionality right including the way I detect players or entities and Trigger them as well as clear the item frames right in fact I don’t think any of these Are linked but if we do that we can at least clear one of them right so that one gets cleared this one does not yeah let’s just jump into it shall we so again we just pull up the actual data pack right and then the majority of of Functions are going to be in the mob section right for anything that isn’t directly related to the player but we can go to crafting again so items crafting then we have this grinder so in this case we’re looking at blank Rune and what we’re doing is nice and simple We’re just modifying the paper Turing it into infused paper and we’re getting rid of the ink sack using this function stack minus right nice and useful function uh you do have to write it out or I guess copy it from the pack if you’re wanting it but we go to static MK And then any of these stack minuses what they’re doing is checking the count on the entity so depending on the stack size it’s then going to change it to the one below it so at 64 change it 63 then all the way once it gets down to one it Will actually delete the item and that way it will always just minus one from them according to how many times you run the function right so they inverse that way they don’t form a Cascade so it’s always going to be 641 63 but it won’t trigger again because now 63 is on top Of 64 so nice and simple easy way to sort of process a bunch of items in terms of drop crafting bit more complex again I’m using the data storage but it’s nice and simple you can just get use the entity check so execute if entity check its npt for its count and Then run do data modify on it to change it to the the number below it uh in terms of of obviously command BLX you’d have to set up a ton to get this to work or you could translate it to a scoreboard and I think set it to the Minus one I’m not too uh Nifty with scoreboards but I think that’s possible but anyway on to the actual runes so again mobs and they’re here under item frames right but the way they’re triggered is again we start with our tick mob and what we’re doing is we’re Detecting all item frames glow and normal and then we’re running this function mob frames that then diverges and checks for a few different things one if they have an item to run certain things that require items in them so in this case the runes uh if they have Store this essentially just allows me to add a little uh stop check if you will onto the item frame so anytime it gets stall it has to run this function once to actually remove stall before it can run this function then we have Ward which is something else I leave that be And clear item this is way I handle the item deletion for the war run everything else is nice and simple I just use the data modify command at the point it’s triggered but on to the actual triggering so after that we go to mob item so this one and then we’re Detecting whether it’s a glow item frame or a normal item frame cuz again we’re detecting different entities depending on the actual item frame so for the glow item frame we’re detecting whether or not it’s a player entity so each of these have their own sort of functions Way I’ve set it up is not necessarily optimal right I’ve soort done it inversely and as I’ve developed the idea to to limit the player detection the easier thing to do would obviously be to have the entity detection or the main entity detection at this first first Fork rather than where it is now but then similar on the normal item frames right we’re just running the normal item frames so similar on the normal item frames we’re just running all the functions that relate to a normal item frame so we can now go to the item frame Folder which is here and the main ones we’re focused on are these four right so we have greater runes glow greater runes normal runes glow and runes normal and it’s nice and simple all we’re doing is detecting if a a entity is on the item Frame and then what Rune is in the item frame frame to trigger an effect and then if that effect is triggered or the same conditions are met we’re going to clear the item from that item frame so in the case of this one which is our Alert if entity at e so this is any entity is with an a 0.5 radius or half a block radius we’re then going to summon an area effect Cloud which gives every entity glowing right after that again if that same entity is there which it will Be we’re going to remove the data of the item frame relating to its Item ID or the item inside the item frame so again nice and simple I could and I probably should remove the entity detection and put it at the start of the fork that way there’s not this function that is Constantly checking and I probably will because that’s going to cut down on a decent chunk of lag since they are using the same principle across the board they’re all doing this if entity same distance uh Rune chant all with projectiles so you can trigger the item frame Rune traps whatever you want to Call them with projectiles you can shoot with a bow and have a trigger I thought that was a nice way to sort of have a player deter them right if you shoot it with a bow you then don’t have to worry about stepping on it and you can trigger it from a distance Away but we do have more complex ones so for instance if we scroll down to any of these that have three so for instance this one is uh if entity same scenario but this case we’re running damage because damage doesn’t have any particles we want to give it a particle Right so nice and simple it’s just the same check but in this case particle damage and then clear in case of the warp one though cuz that one is a little bit more complex in fact this one right that has stall so this is our siphon Rune and what this does is it adds stall to it so it doesn’t delete itself so once it has stall it won’t run it won’t delete but it will truly affect so until that stall tag is removed and then it triggers without the player on top of it So in this scenario what happens is it gets tagged with store it triggers all its effects because it has store and only because it has store but it won’t delete the item until the play gets off it at which point it will delete itself and then the other function will remove Stor from the item frame allowing you to place a new item into it so in action this is what it looks like right so it’s draining our experience giving us experience bottles as soon as we step off it the item gets cleared and then that tag St gets removed so that when we Put a new Rune in it it’s not going to trigger to the same degree because it no longer has that sto tag right does that sort of make sense again I’m not I’m not the best at times as explaining my rationale but it’s like a uh a closed Circuit right so so when you step on it one circuit pathway opens and doesn’t close until you get off it in which case then it Rel leads to that end result of deleting and clearing the item frame but in the case of warp what we end up doing Is adding a few more steps to this sort of scenario so again we’re just detecting if play is there but we’re adding this tag clear item and what clear item will do is sort of act as a gate preventing the main effect from triggering now additionally we have this Extra tag so clear item is being tagged onto the item frame and then teleport is being tagged onto the player and what this results in is we can look for an item frame that has clear item but does not have a player with teleported on top Of it allowing us to set up the condition that when we walk on it right so two WS this one gets cleared but this one does not nor do we re-trigger it until we come off it right so as long as we’re on top of it and still on top of it we Have that teleported tag and that means that the clear item tag is not being reapplied to the item frame thus the item is not been clearing and since both of them aren’t in unison we don’t have the clear item on the item frame but we do have us as teleported we don’t Actually get teleported we require both the tags to be in existence right the item frame has to have it and we have to have teleport soon as we step off it the item frame can now gain clear item CU we have lost teleported so again we walk Onto it we look at our tags US list we have teleported we step off it we no longer have teleported and this is now able to get clear item because again we’re just checking the conditions so in this scenario we’re making sure that the Player on top of it or the entity on top of it doesn’t have the teleporter tag in which case it then gains the clear item and once we have both the item frame having clear item and an entity with teleported on it we trigger the teleport Function and then the clear item is just the actual removal of the item so it’s the exact same function as this but just in its own function so that I can trigger it separate from this condition I can essentially trigger it the step after right so as soon as we get off it Then the other function can run and cause clear item to actually remove the item from the item frame the player is not at now again overall these are extremely simple right all we’re doing is checking the item frame for X item in it and then causing an effect to happen It’s one of those again simple systems that then you can take that step further by coming up with creative ideas even the warp function again it’s its roots are the same as every other one clear it once the player stepped on it and Trigger X effect it’s just that in this Scenario we have to come up with a concept that doesn’t result in both items being deleted and the item also not clearing if there’s nowhere to go right so in this scenario well we get teleported to this one but because there’s no other teleport right we don’t Actually clear the item it’s only when there is two in existence that we clear the item and the only item being cleared is the one we’re no longer at so hopefully that clears or explains some of it right again yeah uh tutorials aren’t really my thing Right I like coming up with ideas but I’m not the type of person who is that concise in explaining hopefully we can learn how to do it together but again like usual if you have any questions if you want to talk through something or or pick my brain about something go nuts Right I I find back and forth a lot easier to actually explain my choices and then also for me to actually learn from you and your choices because again uh I’ve only just technically started Comm blocks I’ve been doing it since this project and that alone right even Data packs this my first data pack all the other data packs that I have published have just been pulled from this data pack so there are a lot of refinements I can make and still will make right even today we just found the whole condition checking of entities Right should really be Consolidated and move to a earlier Point rather than running it over and over again so feel free to comment feel free to ask and again feel free to actually pull apart the pack and you know if that helps you learn good night anyway hope you enjoyed hopefully this Is useful to some and see You Video Information
This video, titled ‘[Runechant] The Art of Runecrafting, Functional Side Tutorial | Minecraft Data Pack #4’, was uploaded by Kllooooyy on 2023-11-28 14:00:24. It has garnered 20 views and 0 likes. The duration of the video is 00:11:48 or 708 seconds.
Showcases multiple features for my upcoming new Minecraft data pack. Using a bunch of commands I’m trying to alter Vanilla gameplay with an overwhelming number of RPG elements, from mob abilities to bosses and even a new magic system. I give you my work in progress Runechant a World of New Enchantments.
Twitch – https://www.twitch.tv/kllooooyy Twitter – https://twitter.com/klloo_ooyy TikTok – https://www.tiktok.com/@kllooooyy Discord – https://discord.gg/3Ntrh7sywT
#minecraft #datapack #minecraftdatapack #minecraftcreations #minecraftcreative #minecraftcommandblock #commandblock #minecraftshorts