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The first method I can think of is playing the particles on every block within a cuboid.
!c playeffect
world
playeffect [effect:<name>] [at:<location>|...] (data:<#.#>) (special_data:<data>) (visibility:<#.#>) (quantity:<#>) (offset:<#.#>,<#.#>,<#.#>) (targets:<player>|...) (velocity:<vector>)
Plays a visible or audible effect at the location.
Allows the playing of particle effects anywhere without the need of the source it comes from originally.
The particles you may use, can come from sources such as a potion effect or a portal/Enderman with their particles respectively.
Some particles have different data which may include different behavior depending on the data. Default data is 0
Specifying a visibility value changes the sight radius of the effect. For example if visibility is 15; Targeted players won't see it unless they are 15 b...
Returns each block location within the area.
Optionally, specify a material matcher to only return locations with that block type.
ListTag(LocationTag)
# Spawns a debugblock to highlight every plank-type block in the area.
- debugblock <cuboid[my_cuboid].blocks[*planks]>
Oh, thank you very much. can you have some example? because I've never worked with cubes 😅
!g area selector
Did you mean to search for how sample scripts are formatted in this guide?
I forgot the command to link the area selector.
Area Selector Tool: a handy dandy tool to select and note areas from in-game!
Supported area shapes: Cuboids, Ellipsoids, Spheres, Polygons.
Featuring a super simple and clear in-game cuboid viewing thingo:
And ellipsoids
And polygons...
You should use this resource to make areas.
Then with a noted area you can call it as a cuboid object.
!o cuboid
!object areaobject
"AreaObject" is a pseudo-ObjectType that represents any object that indicates a world-space area, such as a CuboidTag.
none
None
N/A
So if you end up with a note of custom_portal_1 you can call it with <cuboid[custom_portal_1]>
Is there any other way to do that? It's just that this method doesn't suit me a bit
What do you mean?
You'll have to use a cuboid regardless, I mean yeah you could foreach an entire set of locations but that's more work and unnecessary than jsut noting an area.
What exactly doesn't suit you?
I need the particles to appear after other actions and for it to last for a while
Core
delta time hourly|minutely|secondly
every:<count> to only run the event every *count* times (like "on delta time secondly every:5" for every 5 seconds).
every <count> seconds, minutes, or hours of game calculation time. Default repetitions count of 1.
This is specifically based on the rate of time advancement in the game server,
which is not necessarily equivalent to the real passage of time (for example, this event may fire slower if the server is lagging).
For real time, see !event system time.
<context.second> returns the exact delta time since system start.
Can have it play every second/minute/whatever.
Can also check if specific server flags exist, so if something has happened then... Well there you go.
@shy herald
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