2024-12-15 01:09:20|Myriagame |source:minecraft skins
Foreword
This data package follows the open source protocol GNU General Public License.
This packet provides some practical functions for developers, compatible with all versions of Minecraft (except for versions that cannot be installed).
However, because the data packet involves many commands, the lower versions may not be able to use all functions, and the applicable versions of all functions will not be indicated below.
The module version of this packet is packed through Modrinth, which is updated simultaneously with the packet version, and the content is exactly the same as the packet version.
After loading this data packet, the score of all entities will be set to 1 in each Tick and set the scores of all entities in this score item. It is easy to rely on the data packet or module that depends on this data packet to detect whether the packet is loaded.
example:
#execute when the packet is loaded: Scoreboard Objectives ADD DFL_EMMMMYSCOREBOARD PLAYERS SET @E DFL_ENABLE 0# core @n dfl_enable matches 1#If load: Execute if score@n dfl_enable matches 1
Note: The usage of "front functions" is attached under the usage of some functions, which must be executed once before the execution of these functions.
After some functions are used, there are {xx: "xx"} these functions are macro functions. When used, you need to pass the {
Start
The functions in this category are recommended to be executed when loading (overloaded) in the packet.
Close special damage
Function usage:/function dfl: start/nodamage.
Falling damage;
Flame damage;
Frozen damage;
Drowning damage.
The fixed rebirth point is 0 0
Function usage:/Function DFL: Start/SetworldSpawn.
Set the world's rebirth point to 0 0 0;
Set the reckless point to 0;
At this time, the player will be fixed on the highest square of the coordinate 0 0.
Start the death list
Function usage:/function dfl: start/show/deth.
Create a notes named Death;
The number of deaths will be displayed on the right side of the screen;
Players' deaths are sorted from high to low;
Note: The death list will not be displayed when it is opened for the first time, and it can be displayed after any player's death.
Show player blood volume
Function usage:/function dfl: start/show/health.
Create a notes named Health;
Will display the player's health under the player's ID;
Do not display a little distance (only the player ID is displayed);
Note: The blood volume will be 0 when the first opening will be displayed, and it can be displayed after the value update (such as injury).
Show player experience level
Function usage:/function dfl: start/show/level.
Create a notes named Level;
Will display the experience level of each player in the TAB column (player list column);
Note: The experience level will be displayed at the first opening of the first opening. It can be displayed after the value update (such as upgrade).
Show player blood bar
Function usage:/function dfl: start/show/health_list.
Create a notes named Health;
Will display the blood bars of each player in the TAB column (player list bar);
The effect is as follows:
DFL: Start/Show/Health_list function effect
Quickly build a team
Function usage:/function dfl: start/addteam {team_blue: "block", team_red: "red", prefix_blue: "block", prefix_red: "red"}.
Create two teams, names {Team_blue} and {Team_red}; colors are blue and red;
Disable players with the same team;
Players can only collide with the physical entity of the same team;
The player name prefix is {prefix_blue} _ and {prefix_red} _.
Tick
The functions in this category are recommended to execute once every tick.
Soft banner
Function usage:/function dfl: tick/ban.
Note: The executor of this function must use the Execute command as a player to be banned;
By continuously TP players to 0 0 0, the mode is set to adventure and continuously gives players negative buff to achieve soft ban;
Must be executed once every time;
Example:/Execute as @a [tag = ban] run function dfl: tick/ban.
The effect is as follows:
DFL: Tick/Ban function effect
List labelskin take off
Function usage:/function dfl: tick/beacon_fly.
There are iron blocks, golden blocks, emeralds, diamonds, or lower boundary alloy blocks under the beacon.
The height is 20, 40, 60, 80, 100 square meters;
The same blocks can be superimposed (up to 400 square meters, and use four lower boundary alloy blocks). If the square is different, it will be based on the block of the closest to the beacon.
One -click negative buff
Function usage:/function dfl: tick/debuff.
Give function executors below Debuff:
Slowness;
mining_fative;
nausea;
darkness;
hunger;
Weakness;
poison;
unluck;
trial_omen.
Iron block elevator
Function usage:/function dfl: tick/IRON_BLOCK_ELEVATOR.
Players are transmitted up between the two iron blocks between the two iron blocks;
The longest transmission distance is 6 squares, that is, the maximum spacing of the two iron blocks is 5 grid;
Can't send bystanders;
Will transmit biological and non -biological entities.
Excessive the entity clear the entity
Function usage:/function dfl: tick/kill {num: 1000 "}.
Clear all non -player entities when the number of non -player entities is greater than {num};
Do not clean up entities with NEED tags;
The entity with a NEED tag does not account for the number of entities here;
Create a record named DFL_SCOREBOARD;
After execution, it will be prompted in the chat bar, the effect is as follows:
DFL: Tick/Kill function effect
Excessive physical density clearing the entity
Function usage:/function dfl: tick/kill_better {num: 50 "}.
Pre -front function:/function dfl: lib/entity_density.
Make all entities clear these entities when the number of entities in the nearby 10 grid is greater than {num};
Will not kill players;
Will not kill the villagers;
Will not kill entities with NEED tags;
There will be no traces in the chat bar.
Experience optimization
Function usage:/function dfl: tick/relax.
Do not drop death;
Give players night view;
Give players to glow;
Remove the dark effect of the player.
Display the number of entity
Function usage:/function dfl: tick/show_entity.
Pre -front function:/function dfl: lib/entity.
Display the real -time entity number in the player action bar (above the fast column);
The effect is as follows:
DFL: Tick/Show_entity function effect
Close the player's friendly injury and collision
Function usage:/function dfl: tick/team.
Add a team named DFL and join all players to this team;
Note: Since the same entity cannot join multiple teams, if you want to use the player team function, please do not use this function;
Close team friend injury;
Close the team collision;
If it is not running this function every time, make sure this function runs once after each new player joins.
TNT entity density is too large to clear TNT
Function usage:/function dfl: tick/kill_tnt {num: "200"}.
The number of TNT entities near Wu grid near TNT is greater than {num}.
Create a record named DFL_TNTDENSITY.Unprofessional player suicide
Function usage:/function dfl: tick/suicide.
Create a notes named Kill;
Enter /trigger kill to suicide (this instruction does not require any permissions).
Significant replacement square
Function usage:/function dfl: tick/change_block {new: "glass", old: "stone", num: "30"}
Replace the {OLD} in the range of the player {num} 3*8 to {new};
Modify the game rules CommandModificationBlocklimit to 2147483647.
Yong Day+Yongqing
Function usage:/function dfl: tick/always_sunny.
Close day and night more replace;
Close the weather and replace it;
Set the time to the day;
Set the weather to clear.
Clear a single item and execute the command
Function usage:/function dfl: tick/clear_run_a {name: "stone", run: "tp ~ ~ 100 ~"}.
Clear one {name} all players and execute {run};
Note: The command in the parameter RUN must not have extra spaces at the beginning and end, and there must be no slash before the command.
Clear the specified items and execute multiple commands multiple times
Function usage:/function dfl: tick/clear_run_b {name: "sand", run: "give @s anvil"}.
Clear all {name} of the executor of the function and execute the corresponding number of times {run}; (within the same tick)
Note: The command in the parameter RUN must not have extra spaces at the beginning and end, and there must be no slash before the command.
Keep having a certain item
Function usage:/function dfl: tick/kep_have_things {name: "slime_block", num: "64"}.
Let the command executor just have a specified number of items.
Self -rescue platform
Function usage:/function dfl: tick/slime.
Pre -front function:/function dfl: lib/Gametime.
Create a score item named DFL_SLIME_ARMOR_STAND_TEMP to store the time when the Slime platform is generated;
Players with a DFL_SLIME label generate a 3*3 Slim platform and remove the label. The Slim platform can only cover the air square;
Will clear the slime block on the location of the Slime platform after
Slime_time's DFL_SCOREBOARD notes will be set to 200 when not assigned, that is, 10s;
When the player generates the platform, the Slum cubes near the position of the player will be cleared.
Items converted into experience
Function usage:/function dfl: tick/reals_to_xp {name: "tnt", xp: "1"}.
The {name} on the function executor is converted into the corresponding number of {XP} points of the experience value.
TPA
Function usage:/Function DFL: Tick/TPA.
Pre -front function:/function dfl: lib/player_id.
Create notes named TPA and TPA_ENABLE;
Enter /trigger TPA SET
Enter/trigger TPA_ENABLE to allow other players to transfer to themselves and cannot be revoked (if this command is not executed, all other players cannot be transmitted to this player). If SET is set to other values in this command, there will be no any any of them.The effect (no other players will be transmitted to themselves), and can still be set to 1 again through set to allow other players to transmit to themselves;
If the player to be transmitted does not exist or does not allow other players to transmit themselves, they will be transmitted to the corresponding player after the corresponding player ID can be transmitted.
Redstone
The functions in this category are recommended to be executed after a period of time (the/schedule command can be used).
Clean the drop
Function usage:/function dfl: redstone/kill_item.
Create a record named DFL_SCOREBOARD;
Clear the number of drop -offs that are removed by all drops and output through /tellraw;
Will not remove drops with Need tags;
The effect is as follows:
DFL: Redstone/Kill_item function effect
Display the quantity information
Function usage:/function dfl: redstone/show_entity.
Pre -pre -function:/function dfl: lib/entity;
/Function dfl: lib/item;
/Function dfl: lib/Other_entity.
The effect of this function is as follows:
DFL: Redstone/Show_entity function effect
Lib
The function in this classification does not perform any effects or does not meet the above categories.
Forced death drop
Function usage:/function dfl: lib/clear.
Close death and not drop;
Kill the function of the function;
Do not drop death.
Get the number of entity
Function usage:/function dfl: lib/entity.
Create a record named DFL_SCOREBOARD;
Write the number of entities into the dfl_scoreboard notes of Entity.
Get physical density
Function usage:/function dfl: lib/entity_density.
Create a notes named DFL_DENSITY;
Write the number of entities near 10 grids near the entity into the score of this entity.
Get the number of drops
Function usage:/function dfl: lib/item.
Create a record named DFL_SCOREBOARD;
Write the number of dropped objects into the DFL_SCOREBOARD notes of item.
Get the number of non -player entities
Function usage:/function dfl: lib/Other_entity.
Create a record named DFL_SCOREBOARD;
Write the number of non -player entities into the DFL_SCOREBOARD notes of Other_entity.
Get game days
Function usage:/function dfl: lib/day.
Create a record named DFL_SCOREBOARD;
Write the number of games in the game into Day's DFL_SCOREBOARD notes;
The number of games of the game -the number of games that have passed by day and night is replaced, and the results of the integer merchants are removed by 24,000 for the day and night.
Get the day time
Function usage:/function dfl: lib/daytime.
Create a record named DFL_SCOREBOARD;
Write the time to the daytime DFL_SCOREBOARD notes;
Time time -the number of games that passed after the sunrise of the day, the results of the day and night relying on the results of the number of more than 24,000.
Use glass to surround the player
Function usage:/function dfl: lib/fill_outline.
Given a 5*5 hollow glass cube at the commander.
Get the game time
Function usage:/function dfl: lib/Gametime.
Create a record named DFL_SCOREBOARD;
Write the game time into the DFL_SCOREBOARD record of GameTime;
The dfl_gametime notes of all players will be written;
Game Time -the world's total number of games.
Get the number of players
Function usage:/function dfl: lib/players.Create a record named DFL_SCOREBOARD;
Write the number of players into the dfl_scoreboard of Players.
Modify the maximum health
Function usage:/function dfl: lib/change_max_health {num: "100"}.
Set the maximum health of all players to {num}.
Generate UID
Function usage:/function dfl: lib/player_id.
Create a scoring board named DFL_Playerid and DFL_SCOREBOARD;
Store UID use in the dfl_scoreboard scoring board of Playerid_temp;
Set the only and unchanged UID for all players in DFL_Playerid;
UID is a number of 1 and above. The number of players who entered the server was the smallest.
If the player in the server is greater than one when the function is executed, the UID generation order of these players is random.
Number of detection items
Function usage:/function dfl: lib/Things_count {name: "stone"}.
Create a notes named DFL_ {name} _num;
Write the number of {name} of all players into their respective points.
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