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18 changes: 9 additions & 9 deletions bcresources.md
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Expand Up @@ -16,7 +16,7 @@ Submit a pull request or create a GitHub issue if you've found a useful tool or
[NBT Editor](http://www.mcctoolchest.com/Download) (MCC Tool Chest)

### Resources
[Level format](https://minecraft.gamepedia.com/Bedrock_Edition_level_format) (Wiki)
[Level format](https://minecraft.wiki/Bedrock_Edition_level_format) (Wiki)

## World editing

Expand All @@ -37,23 +37,23 @@ Submit a pull request or create a GitHub issue if you've found a useful tool or

### References

[Creating a resource pack guide](http://minecraft.gamepedia.com/Tutorials/Creating_resource_pack_add-ons) (Wiki)
[Changing entity models guide](http://minecraft.gamepedia.com/Tutorials/Changing_Minecraft_entity_models) (Wiki)
[Sounds list](https://minecraft.gamepedia.com/Sounds.json/Bedrock_Edition_values) (Wiki)
[Creating a resource pack guide](http://minecraft.wiki/Tutorials/Creating_resource_pack_add-ons) (Wiki)
[Changing entity models guide](http://minecraft.wiki/Tutorials/Changing_Minecraft_entity_models) (Wiki)
[Sounds list](https://minecraft.wiki/Sounds.json/Bedrock_Edition_values) (Wiki)

# Behavior packs

### References

[Creating a behavior pack guide](http://minecraft.gamepedia.com/Tutorials/Creating_behavior_packs) (Wiki)
[Entity components for latest release](http://minecraft.gamepedia.com/Pocket_Edition_entity_components) (Wiki)
[Entity components for latest beta](https://minecraft.gamepedia.com/Bedrock_Beta_Add-On_Documentation) (Wiki)
[Creating a behavior pack guide](http://minecraft.wiki/Tutorials/Creating_behavior_packs) (Wiki)
[Entity components for latest release](http://minecraft.wiki/Pocket_Edition_entity_components) (Wiki)
[Entity components for latest beta](https://minecraft.wiki/Bedrock_Beta_Add-On_Documentation) (Wiki)
[Loot table guide](http://www.minecraftforum.net/forums/minecraft-pocket-edition/mcpe-maps/mcpe-map-help-requests/2838965-custom-loot-tables-for-pe-win10) (Skylinerw)
[UI format documentation](https://github.com/bleonard252/mc-uijson/wiki) (bleonard252)

# Commands

### References

[Commands list](http://minecraft.gamepedia.com/Commands) (Wiki)
[Data values](https://minecraft.gamepedia.com/Bedrock_Edition_data_values) (Wiki)
[Commands list](http://minecraft.wiki/Commands) (Wiki)
[Data values](https://minecraft.wiki/Bedrock_Edition_data_values) (Wiki)
8 changes: 4 additions & 4 deletions debugging.md
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Expand Up @@ -41,7 +41,7 @@ This page details information on common problems you might have with a command,
* Try using `/say` to check whether its the selector or the rest of your command that's not working
* In 1.12 and below, you cannot include more than one argument of the same type in a selector. `@e[tag=x,tag=y,tag=z]` will act the same as just `@e[tag=z]`, ignoring the previous arguments
* Dropped item entities can have scoreboard tags, items in an inventory cannot. An item picked up then dropped will no longer have scoreboard tags applied to it
* [Selector arguments](http://minecraft.gamepedia.com/Commands#Target_selector_arguments) usually specify a maximum value, and adding `m` (or `_min` for scores) will specify a minimum value. E.G:
* [Selector arguments](http://minecraft.wiki/Commands#Target_selector_arguments) usually specify a maximum value, and adding `m` (or `_min` for scores) will specify a minimum value. E.G:
* `l=9` will select anyone level 9 and **below**, `lm=9` will select anyone with level 9 and **above**
* `score_x=5` will select anyone with score x of 5 and **below**, `score_x_min=5` will select anyone with score x of 5 and **above**
* Specify both min and max to test for an exact value: `l=5,lm=5`
Expand All @@ -52,15 +52,15 @@ This page details information on common problems you might have with a command,

## NBT

* Check the spelling, location, and capitalization of tags. References: [entity/world data](http://minecraft.gamepedia.com/Chunk_format), [player/item data](http://minecraft.gamepedia.com/Player.dat_format)
* Check the spelling, location, and capitalization of tags. References: [entity/world data](http://minecraft.wiki/Chunk_format), [player/item data](http://minecraft.wiki/Player.dat_format)
* Try [pca's tag checker](https://pca006132.neocities.org/pcc/nbtcheck.html)
* When testing data:
* You must specify the tag's type. E.G: `/testfor @e {Marker:1b}` instead of just `/testfor @e {Marker:1}`
* You must put the namespace before IDs. E.G: `/testfor @e {Item:{id:"minecraft:stone"}}` instead of just `/testfor @e {Item:{id:"stone"}}`
* In a list, the same element can be matched multiple times. E.G: `{Motion:[0.0,1.7,2.5]}` matches `/testfor @e {Motion:[0.0,0.0,0.0]}`, as all `0.0`'s find the first `0.0`
* Item data from `/replaceitem` or `/give` is put in [the item's `tag` tag](http://minecraft.gamepedia.com/Player.dat_format#Item_structure), not directly in the item's root compound tag
* Item data from `/replaceitem` or `/give` is put in [the item's `tag` tag](http://minecraft.wiki/Player.dat_format#Item_structure), not directly in the item's root compound tag
* Minecraft generally won't "fix" data inside an item's `tag` tag; if you give an item with `{ench:[{id:10,lvl:1}]}`, `id` and `lvl` will stay (and need to be tested) as integers, even though they're normally shorts
* A dropped item entity stores its item data [in an `Item` compound tag](http://minecraft.gamepedia.com/Chunk_format#Items_and_XPOrbs), not directly in the entity's root compound tag
* A dropped item entity stores its item data [in an `Item` compound tag](http://minecraft.wiki/Chunk_format#Items_and_XPOrbs), not directly in the entity's root compound tag
* If you need to include quotes in a string, you'll need to "escape" them by putting \ in front of them. E.G: `{Command:"/say My name is \"\"!"}`
* If you need to escape a second level, you need to escape both the quotes and the previous backslash E.G: `{Command:"/setblock ~ ~ ~ wall_sign 0 replace {Text1:\"{\\\"text\\\":\\\"hello!\\\"}\"}"}`
* [Generators are handy](https://mcstacker.bimbimma.com)
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2 changes: 1 addition & 1 deletion optimising.md
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Expand Up @@ -124,7 +124,7 @@ Using armor stands as markers? Strongly consider switching to area effect clouds

These won't show up to spectators, which is a bonus if you don't want spectators to see your markers. If you want to see them for debugging purposes, turn on hitboxes (`F3 + B`). Armor stands should only be used where necessary, such as displaying an item or using `Motion`.

[Marker entities](https://minecraft.fandom.com/wiki/Marker) on the other hand are impossible to see, as they aren't even sent to the client, so you'd need to resort to other options to debug them. This however means that they have a competitive advantage when it comes to performance and should be used as a marker over the other options wherever possible.
[Marker entities](https://minecraft.wiki/wiki/Marker) on the other hand are impossible to see, as they aren't even sent to the client, so you'd need to resort to other options to debug them. This however means that they have a competitive advantage when it comes to performance and should be used as a marker over the other options wherever possible.
Additionally they can store any kind of NBT data in their `data` NBT component (though storing abritrary data is probably better stored in the `storage` anyways).

Remember from the previous section that selectors work by getting a list of all loaded entities, then narrowing that down. This means that extra entities increase the workload of every selector in your commands. In some cases, you could be able to use static coordinates rather than executing off of a marker entity.
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4 changes: 2 additions & 2 deletions questions/amountitems.md
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Expand Up @@ -2,7 +2,7 @@

## Java

Using the [`clear`](https://minecraft.gamepedia.com/Commands/clear) command with a `[<maxCount>]` of 0 will return the amount of items a player has, without actually clearing any of them.
Using the [`clear`](https://minecraft.wiki/Commands/clear) command with a `[<maxCount>]` of 0 will return the amount of items a player has, without actually clearing any of them.
That means we can use `execute store` to save that number somewhere and then execute depending on that:

execute store result score @s diamonds run clear @s diamond 0
Expand All @@ -13,6 +13,6 @@ That means we can use `execute store` to save that number somewhere and then exe

## Bedrock

In the **1.18.20 beta** they added the [`hasitem`](https://minecraft.fandom.com/wiki/Target_selectors#Selecting_targets_by_items) target selector, which allows you to check for specific amounts (as [ranges](/wiki/questions/range)) of items in entities inventories. Below is an example, check the link above for more information.
In the **1.18.20 beta** they added the [`hasitem`](https://minecraft.wiki/wiki/Target_selectors#Selecting_targets_by_items) target selector, which allows you to check for specific amounts (as [ranges](/wiki/questions/range)) of items in entities inventories. Below is an example, check the link above for more information.

execute @a[hasitem={item:apple,quantity=5..}] ~~~ run say I have 5 or more apples in my inventory
2 changes: 1 addition & 1 deletion questions/angermob.md
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Expand Up @@ -22,7 +22,7 @@ For example you can use a snowball, as this projectile does not deal damage to n

_Info: In bedrock a lot of entities have a very defined set of other entities they can attack, as defined in their behavior pack. So if the below method doesn't work to anger them, make sure they're actually able to attack the target entity and change the behavior files accordingly!_

Thanks to the introduction of the [`/damage` command](https://minecraft.fandom.com/wiki/Commands/damage) in 1.18.10 we can use this command to inflict fake damage from one entity onto another with relative ease:
Thanks to the introduction of the [`/damage` command](https://minecraft.wiki/wiki/Commands/damage) in 1.18.10 we can use this command to inflict fake damage from one entity onto another with relative ease:

/damage <target> <amount> entity_attack entity <source entity>

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2 changes: 1 addition & 1 deletion questions/blockdelay.md
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Expand Up @@ -58,4 +58,4 @@ This has several limitations:
2. Scheduling the same function before it is successfully ran will by default overwrite the previous schedule: if you schedule a function to happen in 5 seconds, then schedule the same function again before the 5 seconds are up, the new schedule will be the one that happens. **Since 1.15 you can now add the `append` argument as the last argument in the command, which circumvents this problem**.
3. It requires functions and thus datapacks to work.

See also: https://minecraft.gamepedia.com/Commands/schedule
See also: https://minecraft.wiki/Commands/schedule
4 changes: 2 additions & 2 deletions questions/commandcontext.md
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Expand Up @@ -11,7 +11,7 @@ This context is first set when the command is run and consists of multiple parts

All of which can be modified individually with the 1.13+ Java as well as 1.19.1+ Bedrock execute command.

See [the fandom wiki on the execute command](https://minecraft.fandom.com/wiki/Commands/execute) for which subcommands modify which context.
See [the Minecraft wiki on the execute command](https://minecraft.wiki/wiki/Commands/execute) for which subcommands modify which context.

## Defaults

Expand All @@ -27,6 +27,6 @@ Functions _keep the context_ that they're run in.

So a function run in chat will have the same defaults as any other command run from a player in chat. The same is true for a function command run from a commandblock, it will have the same context as any command run from a commandblock would.

A command run from either the `#minecraft:load` or `#minecraft:tick` [function tags](https://minecraft.fandom.com/wiki/Tag#Function_tags) will run positioned at world spawn (at the lowest end of the block, unlike the commandblock), rotated `0 0` and without an executing entity.
A command run from either the `#minecraft:load` or `#minecraft:tick` [function tags](https://minecraft.wiki/wiki/Tag#Function_tags) will run positioned at world spawn (at the lowest end of the block, unlike the commandblock), rotated `0 0` and without an executing entity.

This allows a lot of [optimization](/optimising) since you can use a selector once, running the function as that entity and then refer to that entity as `@s` for the rest of the function. It also allows for [entityless raycasting](/wiki/questions/raycast#wiki_without_an_entity) as the position and rotation is preserved between function calls.
4 changes: 2 additions & 2 deletions questions/compasstoplayer.md
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Expand Up @@ -35,8 +35,8 @@ update_compass.mcfunction

## 1.17+ (Java only)

In 1.17 we got [item modifiers](https://minecraft.fandom.com/wiki/Item_modifier), which allow us to modify an item live while it's in the players inventory, no need to drop it on the floor anymore (if you know which slot it is in).
In 1.17 we got [item modifiers](https://minecraft.wiki/wiki/Item_modifier), which allow us to modify an item live while it's in the players inventory, no need to drop it on the floor anymore (if you know which slot it is in).

In this case you follow the process of the 1.16 section above, but instead of storing it into an item entity you for example store it into the [command storage](https://minecraft.fandom.com/wiki/Commands/data#Storage) and then use the `copy_nbt` function in the item modifier to copy that data to the item.
In this case you follow the process of the 1.16 section above, but instead of storing it into an item entity you for example store it into the [command storage](https://minecraft.wiki/wiki/Commands/data#Storage) and then use the `copy_nbt` function in the item modifier to copy that data to the item.

_Related: [Modify an item inside the players inventory](/wiki/questions/modifyinventory)_
2 changes: 1 addition & 1 deletion questions/detectitem.md
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Expand Up @@ -51,7 +51,7 @@ _Only detecting the item in a players inventory is currently possible with comma

#### since 1.18.20

In the 1.18.20 beta they added the [`hasitem`](https://minecraft.fandom.com/wiki/Target_selectors#Selecting_targets_by_items) target selector, which allows you to check for specific amounts (as [ranges](/wiki/questions/range)) of specific items in specific amounts in entities inventories. Below are some examples, check the link above for more information.
In the 1.18.20 beta they added the [`hasitem`](https://minecraft.wiki/wiki/Target_selectors#Selecting_targets_by_items) target selector, which allows you to check for specific amounts (as [ranges](/wiki/questions/range)) of specific items in specific amounts in entities inventories. Below are some examples, check the link above for more information.

A player with 5 or more apples in their inventory

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2 changes: 1 addition & 1 deletion questions/giveitembedrock.md
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Expand Up @@ -36,6 +36,6 @@ It has the disadvantage that it can take a tick or two for the structure to be l

**_Probably the best method currently available_**

Same as the structure block method, but instead of loading it with a structureblock, you load it using the [/structure](https://minecraft.gamepedia.com/Commands/structure) command. It has the advantage over the block method that you don't need to worry about the whole redstone block setting and the issues that come with that, you can just load the structure directly at the player in question and be done with it.
Same as the structure block method, but instead of loading it with a structureblock, you load it using the [/structure](https://minecraft.wiki/Commands/structure) command. It has the advantage over the block method that you don't need to worry about the whole redstone block setting and the issues that come with that, you can just load the structure directly at the player in question and be done with it.

Make sure to save the structure with a structure void block inside, or the air might override whatever block the player is currently standing on.
6 changes: 3 additions & 3 deletions questions/itemclick.md
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Expand Up @@ -4,7 +4,7 @@ For item clicks we have to differentiate between leftclick and rightclick detect

## Left-click

This one is as easily explained as it is flawed: You can only detect left clicks, if you put something in front of the player to hit. Teleport some form of entity or mob that can take damage and has a hitbox directly in the players face or even over their head, so they have no other chance but to hit that entity. You can then "detect" the clicks either using an advancement with the `player_hurt_entity` trigger ([see here](https://minecraft.gamepedia.com/Advancements/JSON_format#minecraft:player_hurt_entity)) or with a scoreboard objective of type `minecraft.custom:minecraft.damage_dealt` ([see here](https://minecraft.gamepedia.com/Scoreboard#Criteria)). This method however has many obvious flaws:
This one is as easily explained as it is flawed: You can only detect left clicks, if you put something in front of the player to hit. Teleport some form of entity or mob that can take damage and has a hitbox directly in the players face or even over their head, so they have no other chance but to hit that entity. You can then "detect" the clicks either using an advancement with the `player_hurt_entity` trigger ([see here](https://minecraft.wiki/Advancements/JSON_format#minecraft:player_hurt_entity)) or with a scoreboard objective of type `minecraft.custom:minecraft.damage_dealt` ([see here](https://minecraft.wiki/Scoreboard#Criteria)). This method however has many obvious flaws:

- you're blocking the player from hitting anything else but the entity in their face
- you're also blocking the player from building and breaking blocks
Expand All @@ -20,7 +20,7 @@ For rightclick detection we have [a lot of different ways](https://i.imgur.com/8

_Note: This works the same with the warped fungus on a stick._

Mapmakers have for many years now exploited what is technically [a bug](https://bugs.mojang.com/browse/MC-112991): Carrots on sticks have the property that when you click with one in your main hand or nothing clickable in your main hand with the CoaS in your offhand, it increases a player's "used carrot_on_a_stick" score (`minecraft.used:minecraft.carrot_on_a_stick` see [here](https://minecraft.gamepedia.com/Scoreboard#Criteria)). Testing if a player is holding a carrot on a stick with a specific tag like `{shoot_fireball:1b}` and also has `[scores={used_CoaS=1..}]` will test if a player clicks with a custom carrot on a stick. (related: [detect what item a player is holding](/wiki/questions/detectitem))
Mapmakers have for many years now exploited what is technically [a bug](https://bugs.mojang.com/browse/MC-112991): Carrots on sticks have the property that when you click with one in your main hand or nothing clickable in your main hand with the CoaS in your offhand, it increases a player's "used carrot_on_a_stick" score (`minecraft.used:minecraft.carrot_on_a_stick` see [here](https://minecraft.wiki/Scoreboard#Criteria)). Testing if a player is holding a carrot on a stick with a specific tag like `{shoot_fireball:1b}` and also has `[scores={used_CoaS=1..}]` will test if a player clicks with a custom carrot on a stick. (related: [detect what item a player is holding](/wiki/questions/detectitem))

This is the generally preferred method of doing this if it fits your situation, as its pros outweigh the cons.

Expand Down Expand Up @@ -58,7 +58,7 @@ The models/item/carrot_on_a_stick.json file within the resource pack might end u

### Villager method

Spawn an invisible, NoAI, Silent dummy villager in front of the player and test if the player's "talked to villager" score increases (`minecraft.custom:minecraft.talked_to_villager`, see [here](https://minecraft.gamepedia.com/Scoreboard#Criteria)).
Spawn an invisible, NoAI, Silent dummy villager in front of the player and test if the player's "talked to villager" score increases (`minecraft.custom:minecraft.talked_to_villager`, see [here](https://minecraft.wiki/Scoreboard#Criteria)).

Pros:
- Works for any item.
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