SECOND PLACE IN A RANKED completed JAM
Datapack Jam 8

Data Packs Other

Unusual Magic

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  • save_alt 35 downloads
Compatibility
Minecraft 1.19
Changes include
  • Advancements
  • Functions
  • Loot Tables
  • Predicates
  • Recipes
  • 5
  • 3
  • 6
Required Resource Pack
TorNato1
Lvl 10Journeyman System
0
Requires Latest Snapshot - I used 23w14a, but it doesn't let me select that in the compatible versions section.


This is a datapack for the Datapack Jam 8, which adds magic wands and about 50 spells, as well as a custom table to make and upgrade the wands. However - there's a twist. Because this is unusual, you can't pick which spell to fire - a random one is cast each time.

Pack also includes some lore.

Please ensure you also download the resource pack.

Internet was borked and not letting me upload the datapack normally, so please use this:
https://www.mediafire.com/file/2g5a2e9w1rz7bbe/datapack.zip/file

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  Have something to say?

Kefaku
04/16/2023 2:52 am
Level 45 : Master Nerd
history
Great concept, but I noticed a few issues:

You start with "Mana: /100", which means you can't cast any spells. Only after sleeping for the first time it resets to "Mana: 100/100" and starts working.

Also, you can't use any barriers anymore. They are immediately cleared. (Maybe add some tag to the item, to check whether the player took it from the Wand Upgrade Table or not.)
2
TorNato1
04/16/2023 5:43 pm
Level 10 : Journeyman System
Thanks! I'm really not sure why it would start out like that, since it sets everyone's mana to 100 on load, and worked fine in my testing.

The barrier thing is definitely an issue though - I didn't really consider that, and I should add a custom tag to it.
2
Rignchen
04/17/2023 6:08 pm
Level 47 : Master Necromancer
history
if you only do it on load, it won't act on people who aren't online, the way I do it is using an advancement tick type with a reward function and I set the score in that function (for @s) that way, every time a new player log in, he will run the function wich will set the score

I used that in my submission for the jam:
{ "criteria": { "a":{ "trigger": "tick" } }, "rewards": { "function": "merge:action/join" }}
1
Eroxen
04/17/2023 5:11 am
Level 58 : Grandmaster Crafter
I had a similar issue with one of my other packs when sending a warning message on load. I believe the reason for this is that when loading into a world, the player does not exist yet in the first tick when the load function is run. So commands like “tellraw @a” in the load function do not target anyone. I solved this by setting a flag in the load function, and checking for player in the tick function as long as this flag is true. Then, when a player joins the world, you can set the flag to false again.
1
Rignchen
04/17/2023 6:12 pm
Level 47 : Master Necromancer
first: you shouldn't "/tellraw" in the load
second: isn't it just 1 tick before the first player spawn (always 1 tick)? cause you could simply use a /schedule to delay a function
1
Eroxen
04/18/2023 12:11 pm
Level 58 : Grandmaster Crafter
On singleplayer it might be, I didn't test it that thoroughly. But on a dedicated server a player could join at any delay after the server starts, so scheduling a function after a fixed time wouldn't work.
1

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