1

My friends and I are setting up a lucky block skywars game, but it is really common to die from a lucky block, so how do I set up a death counter that would only count deaths caused by players?

I can easily change to any version so i just need a way to do this, i chose the older versions because they don't have the new PvP system as Quijibo said, and i chose 1.7.10 specifically because there are more kinds of lucky blocks atleast i think so

sorry for the inconvenience this is my first time making one of these posts

  • @Joachim I want to set up a death counter that would only count deaths caused by players. – Coz May 30 at 11:08
  • @Joachim Well I want to know how to do that. – Coz May 30 at 11:13
  • Why are you playing in 1.7.10? – Fabian Röling May 30 at 11:51
  • What do you count as "caused by player"? Only direct hit by axe, bow, etc.? – Fabian Röling May 30 at 11:52
  • 1
    I can easily change to any version so i just need a way to do this, i chose the older versions because they dont have the new PvP system as Quijibo said, and i chose 1.7.10 specifically because there are more kinds of lucky blocks atleast i think so – Coz May 30 at 12:08
3

This nostalgic contraption was hard to make, is not very pretty, but works.

First of all, create 3 scoreboard objectives: a death count, a player kill count and a dummy objective. Let's call them ActualDeaths, PlayerKills and Deaths:

/scoreboard objectives add AcutalDeaths stat.deaths

/scoreboard objectives add PlayerKills stat.playerKills

/scoreboard objectives add Deaths dummy

Now, onto the command blocks:

Command Blocks.

I will be referring to the command blocks on the screenshot according to the colorful blocks I assigned to them, so for example, the one on the far right is the "blue" command block (and the two command blocks on the left-most are GREEN and PURPLE, not lime and magenta).

Anyways, let's get to the commands:

The blue command block is powered by a redstone clock, and simply tests if anyone has killed a player:

/testfor @a[score_PlayerKills_min=1]

The yellow command block is powered by the same redstone clock as the blue one, and tests if anyone has died:

/testfor @a[score_ActualDeaths_min=1]

The purple command block resets the ActualDeaths scores, so that the comparators leading from the yellow command block are reset:

/scoreboard players set @a ActualDeaths 0

The red and green command blocks run their commands only if both the blue and yellow command blocks have passed their /testfor commands at once (that's why the piston is there). Here's what they do:

The red command block adds 1 Deaths scoreboard point to every player that has a score of ActualDeaths at least 1 (in other words, it gives the point to anyone that has died in the last few gametics):

/scoreboard players add @a[score_ActualDeaths_min=1] Deaths 1

The green command block resets the PlayerKills scoreboard, so that the blue command block's comparator is reset:

/scoreboard players set @a PlayerKills 0

That's it! Be aware that it may not be perfect and it might fail counting in all deaths in cases like two players dying in the same tick, since the only way I was testing this was by shooting myself to death by arrows.

  • Thank you for the answer its appreaciated – Coz May 30 at 12:48
  • 2
    If this answer solved your problem, you should mark as accepted so other players can know this works :) – Moacir May 30 at 13:30

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.