
Select version for changelog:
Changelog
v0.10.1 | Lore Hotfix
- fixed lore disappearing when getting damaged and hitting entities
- added alias to
commandsqueryascmdsee
v0.10.0 Changelog | Commands, Detections, and Feedback
Features
Added more on action commands, all using the same syntax as death commands
- on jump command (player only, the command only fires when the jump button is pressed, not when holding the button)
/scriptevent cmd:ajc//scriptevent cmd:rjc - on emote command (player only)
/scriptevent cmd:aec//scriptevent cmd:rec - on hit command (i.e. punchables. All entities, the attacking entity will run the command on the entity that is hit)
/scriptevent cmd:apc//scriptevent cmd:rpc - on interact command (i.e. interactables. Same as hit command, but for interactions)
/scriptevent cmd:aic//scriptevent cmd:ric
- on jump command (player only, the command only fires when the jump button is pressed, not when holding the button)
Many commands now have feedback
You can now query the commands on an item using
/scriptevent cmd:commandsqueryAdded local keep inventory command
/scriptevent cmd:keepinventory- note this only affects items currently in the player's inventory
- dropped items will still be kept on death
added more tracking via tag statuses, they are not enabled by default, use
/scriptevent cmd:alldetectionsto enable them- ecs:is_climbing
- ecs:is_emoting
- ecs:is_falling
- ecs:is_flying
- ecs:is_gliding
- ecs:is_inwater
- ecs:is_onground
- ecs:is_sleeping
- ecs:is_sprinting
- ecs:is_swimming
added example command
/function extendedcommands/example/jump_command
Improvements
- Dynamic lore now updates immediately when applying variable to item
Changelog
Full Changelog: https://github.com/Aevarkan/MCBE-extended-commands-suite/compare/v0.9.13...v0.10.1




But it would be great if in addition to the play/stopmusic command, there would also be a command to ajust the volume, like the "/music volume x". Ik you can ajust it with the playmusic command but then the music would have to reset which isn't great for many cases
Sadly, that is not possible for me to do. I am limited by the Minecraft Script API, which does not have an option to only adjust the volume.
See the reference documentation for more details: learn.microsoft.com/minecraft/creator/scriptapi/minecraft/server/player#playmusic
Cheers,
Aevarkan
Something that would conflict would need to also modify the exact tags, lore, scoreboards this add-on uses. The only thing I've seen that would likely do that are any add-ons that update lore, such as durability counters.
You can, of course, avoid that problem by creating your own durability counter with the dynamic lore. It's one of my personal favourites; plus, you can track other stats with it too 😃
As for the command suggestions, I'm not working on this anymore. If, by /wand, you mean world editing capabilities, consider using SIsilicon's WorldEdit add-on.
Cheers,
Aevarkan
:(
It should allow you use ecs: as well, not just cmd:. I'm not sure why that would be the case.
This add-on should keep working for a long time, even without any updates. The v0.10.1 version uses @minecraft/server version 1.18.0. The latest version published by Minecraft is 2.7.0, at the time I'm writing this. It'll be a long time before anything using 1.x.x versions stop working, if at all.
Minecraft Marketplace Add-Ons use the same modules so stability, I imagine, is taken pretty seriously.
Cheers,
Aevarkan
I watched this video just recently.
https:// youtu.be/zwyGmxjBDDw?si=pZYPkb5GQvXiEg7c
And it made me think how cool it would be to use this with this script if you can change certain inputs for great outputs.
Of course I understand I can learn everything about this and do it myself without scripts but it still would be awesome for people who don't know anything about commands. 👍
And it would be cool if you could make it where we can make custom commands too with the detections you've added. :D
For the custom commands, that's also a very general request. My understanding is that you can already do them (death commands, item commands etc.).
Also, you've commented here a fair bit. Do consider joining the Discord server to talk with me directly, it'll let me reply faster.
Cheers,
Aevarkan
Are zombies supported for the scale command?
Where is the file for the scale command located at?
Do I need to use the /execute as command to run commands from this mod on entities?
Zombies don't have a scale component, you'll have to also install the supplementary pack linked next to the scale command.
I'm not sure what you mean by "Where is the file for the scale command located at?". If you mean the supplementary pack, then it's just linked near where the scale command is in the description. If you mean the actual script file, then that's in a file named "size" in the "server" directory.
Yes, you'll need to use the /execute as command, the commands here don't have target selectors themselves. This will change when custom commands are added to stable.
If you have any more questions, consider joining the Discord so you can get a quicker answer. I'll also be able to send images which can be easier to follow.
Cheers,
Aevarkan
I'm assuming you meant to ask for help with setlore.
You just need to hold an item in your hand and do /scriptevent cmd:setlore [lore].
For example, /scriptevent cmd:setlore This item has lore!
That will put "This item has lore!" on the item.
If you still need help, join the Discord (linked at the bottom of the addon page) so I can talk with you directly.
Cheers,
Aevarkan
I can't wait for the next one to come out.
—
Question though for your ecs:lock - is it possible to lock item frames too?
Because when I tried that it didn't work and that would be so awesome for map making designs or builds so people don't Grief or turn the item in the item frame.
—
The updates will be slowing down now, there likely won't be one for a week or so. I've gotten busier in real life, so I won't be able to spend as much time on this.
Cheers,
Aevarkan
Its so useful i never want it to stop getting updates
I originally made this for a private friends SMP server, and didn't expect anyone wanting to fund this. It was actually merged with the server specific behaviour pack at that time; I eventually split them though.
If more people ask, I may create a Patreon though.
Even if I stop updating this, this pack should remain compatible with future Minecraft updates (more details in my reply to Gen101 below).
Cheers,
Aevarkan
The problem is due to them not being summonable (if you can find it in /summon, it will work). This is defined in the entity .json file.
If I were to overwrite this, it would make this pack incompatible with other addons along with future Minecraft updates.
I already prepared a supplementary pack that you can install (I can't put links in comments). You can find the link to it next to the shoot command (or go on my Github).
I likely won't keep that pack up to date, so it's best to edit the entity .json yourself by getting it from Mojang's bedrock samples. You'll just need to change "is_summonable=false" to "is_summonable=true".
That also means this pack is compatible with all other addons (it doesn't overwrite any vanilla files). The only exception would be any packs that changes item lore (like a durability detector addon), but that would only affect item commands.
You can of course use dynamic lore from this pack. Item commands in this pack are able to detect when you're using the built-in dynamic lore.
All versions of this pack will also remain compatible with future Minecraft updates. It could break if Mojang drops support for Script API v1, but Mojang themselves have stated it will be supported for years to come.
Cheers,
Aevarkan
But over very epic for people who don't really know commands all to well.
I appreciate your support!
Everything you mentioned except sneak detection should already be possible in this pack.
For ground detection, you can already do this with vanilla commands (sort of) through an "execute if|unless" command. An example being "execute unless block ~ ~-1 ~ air run `command`". This will run the command if the block under you is anything except for air, which is pretty close to ground detection (it'd run in water too, but you can add multiple "unless" statements).
As for barriers, I'm not quite sure what you mean. If you mean radial barriers, such as those that push you away/towards a single point (like a black hole), those are indeed not implemented yet.
You can already do static barriers, however. For example, "execute as @a[x=0, y=50, z=0, dx=20, dy=20, dz=20] run scriptevent cmd:push relative 180 5 1" will push all players backwards that are in the coordinate range from (0, 50, 0) to (20, 70, 20).
Cheers,
Aevarkan