Minecraft PC IP: play.cubecraft.net

Egg🥚

Gameplay Engineer
Jul 12, 2020
1,019
1,462
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18
The Netherlands
Hi there,

I made some new (kind of) original win effects for Cubecraft! These are not all win effects, some are more lobby things :). They are also not all equally serious, but I really enjoyed making them!

Video:


1. Rails
This was my first idea and only meant as a win effect. It builds rails in the direction you are going and removes it behind you after some time.

2. Platform
This idea was originally from Priley, but I just added a nice falling animation and some particles. So credits to @Priley!

3. Chicken shooter
If they would add this as a win effect, it would be so frying populair. If you win your game, it spawns chickens above you that you have to shoot dead If only one of them hits the ground, then ... well, you lose anyways.

4. Flying minecart
If you win the game you will tp in a minecraft which flies to the direction you are facing, including up and down. I coded it so that it flies exactly in the facing direction, but due to Minecraft's crappy minecart mechanics works a bit less good.

5. Firework
After winning it summons shooting presents on your head that fly to the sky. If they reach their highest point, they explode in fireworks! This is probably the best in Christmas times.

6. Lightning
You get a stick (or in this case a carrot_on_a_stick, due to rightclick detection), and if you rightclick it, a lightning bold hits the ground at the place you are looking at!

7. Particles
These are some random particles that turn higher and higher around you. This is better for in the lobbies I guess. It was especially a test/practise for the next one.

8. UFO
Last but not least, I made a particle UFO around the player. Together with the firework is this probably the most serious suggestions :). I really really like this one ngl...

This does not contain all commands but if you know datapacking you should understand it!

execute as @p[y_rotation=135..180] run scoreboard players set %dir_y dir 1
execute as @p[y_rotation=-180..-135] run scoreboard players set %dir_y dir 1
execute as @p[y_rotation=-135..-45] run scoreboard players set %dir_y dir 2
execute as @p[y_rotation=-45..45] run scoreboard players set %dir_y dir 3
execute as @p[y_rotation=45..135] run scoreboard players set %dir_y dir 4

execute as @p[x_rotation=20..90] run scoreboard players set %dir_x dir 1
execute as @p[x_rotation=-20..20] run scoreboard players set %dir_x dir 2
execute as @p[x_rotation=-90..-20] run scoreboard players set %dir_x dir 3


execute if score %dir_x dir matches 1 if score %dir_y dir matches 1 as @p at @s run summon area_effect_cloud ~ ~-1 ~-1.1 {Tags:["stone","spoor"],Age:-40}
execute if score %dir_x dir matches 1 if score %dir_y dir matches 1 as @p at @s run summon area_effect_cloud ~ ~ ~-1.1 {Tags:["rail","spoor"],Age:-40}
execute if score %dir_x dir matches 1 if score %dir_y dir matches 1 at @p as @e[type=minecart,sort=nearest,limit=1,distance=..1.5] run data modify entity @s Motion[2] set value -0.3d
execute if score %dir_x dir matches 1 if score %dir_y dir matches 2 as @p at @s run summon area_effect_cloud ~1.1 ~-1 ~ {Tags:["stone","spoor"],Age:-40}
execute if score %dir_x dir matches 1 if score %dir_y dir matches 2 as @p at @s run summon area_effect_cloud ~1.1 ~ ~ {Tags:["rail","spoor"],Age:-40}
execute if score %dir_x dir matches 1 if score %dir_y dir matches 2 at @p as @e[type=minecart,sort=nearest,limit=1,distance=..1.5] run data modify entity @s Motion[0] set value 0.3d
execute if score %dir_x dir matches 1 if score %dir_y dir matches 3 as @p at @s run summon area_effect_cloud ~ ~-1 ~1.1 {Tags:["stone","spoor"],Age:-40}
execute if score %dir_x dir matches 1 if score %dir_y dir matches 3 as @p at @s run summon area_effect_cloud ~ ~ ~1.1 {Tags:["rail","spoor"],Age:-40}
execute if score %dir_x dir matches 1 if score %dir_y dir matches 3 at @p as @e[type=minecart,sort=nearest,limit=1,distance=..1.5] run data modify entity @s Motion[2] set value 0.3d
execute if score %dir_x dir matches 1 if score %dir_y dir matches 4 as @p at @s run summon area_effect_cloud ~-1.1 ~-1 ~ {Tags:["stone","spoor"],Age:-40}
execute if score %dir_x dir matches 1 if score %dir_y dir matches 4 as @p at @s run summon area_effect_cloud ~-1.1 ~ ~ {Tags:["rail","spoor"],Age:-40}
execute if score %dir_x dir matches 1 if score %dir_y dir matches 4 at @p as @e[type=minecart,sort=nearest,limit=1,distance=..1.5] run data modify entity @s Motion[0] set value -0.3d

execute if score %dir_x dir matches 2 if score %dir_y dir matches 1 as @p at @s run summon area_effect_cloud ~ ~ ~-1 {Tags:["stone","spoor"],Age:-40}
execute if score %dir_x dir matches 2 if score %dir_y dir matches 1 as @p at @s run summon area_effect_cloud ~ ~1 ~-1 {Tags:["rail","spoor"],Age:-40}
execute if score %dir_x dir matches 2 if score %dir_y dir matches 1 at @p as @e[type=minecart,sort=nearest,limit=1,distance=..1.5] run data modify entity @s Motion[2] set value -0.3d
execute if score %dir_x dir matches 2 if score %dir_y dir matches 2 as @p at @s run summon area_effect_cloud ~1 ~ ~ {Tags:["stone","spoor"],Age:-40}
execute if score %dir_x dir matches 2 if score %dir_y dir matches 2 as @p at @s run summon area_effect_cloud ~1 ~1 ~ {Tags:["rail","spoor"],Age:-40}
execute if score %dir_x dir matches 2 if score %dir_y dir matches 2 at @p as @e[type=minecart,sort=nearest,limit=1,distance=..1.5] run data modify entity @s Motion[0] set value 0.3d
execute if score %dir_x dir matches 2 if score %dir_y dir matches 3 as @p at @s run summon area_effect_cloud ~ ~ ~1 {Tags:["stone","spoor"],Age:-40}
execute if score %dir_x dir matches 2 if score %dir_y dir matches 3 as @p at @s run summon area_effect_cloud ~ ~1 ~1 {Tags:["rail","spoor"],Age:-40}
execute if score %dir_x dir matches 2 if score %dir_y dir matches 3 at @p as @e[type=minecart,sort=nearest,limit=1,distance=..1.5] run data modify entity @s Motion[2] set value 0.3d
execute if score %dir_x dir matches 2 if score %dir_y dir matches 4 as @p at @s run summon area_effect_cloud ~-1 ~ ~ {Tags:["stone","spoor"],Age:-40}
execute if score %dir_x dir matches 2 if score %dir_y dir matches 4 as @p at @s run summon area_effect_cloud ~-1 ~1 ~ {Tags:["rail","spoor"],Age:-40}
execute if score %dir_x dir matches 2 if score %dir_y dir matches 4 at @p as @e[type=minecart,sort=nearest,limit=1,distance=..1.5] run data modify entity @s Motion[0] set value -0.3d

execute if score %dir_x dir matches 3 if score %dir_y dir matches 1 as @p at @s run summon area_effect_cloud ~ ~0.8 ~-1.5 {Tags:["stone","spoor"],Age:-40}
execute if score %dir_x dir matches 3 if score %dir_y dir matches 1 as @p at @s run summon area_effect_cloud ~ ~1.8 ~-1.5 {Tags:["rail","spoor"],Age:-40}
execute if score %dir_x dir matches 3 if score %dir_y dir matches 1 at @p as @e[type=minecart,sort=nearest,limit=1,distance=..1.5] run data modify entity @s Motion[2] set value -0.4d
execute if score %dir_x dir matches 3 if score %dir_y dir matches 2 as @p at @s run summon area_effect_cloud ~1.5 ~0.8 ~ {Tags:["stone","spoor"],Age:-40}
execute if score %dir_x dir matches 3 if score %dir_y dir matches 2 as @p at @s run summon area_effect_cloud ~1.5 ~1.8 ~ {Tags:["rail","spoor"],Age:-40}
execute if score %dir_x dir matches 3 if score %dir_y dir matches 2 at @p as @e[type=minecart,sort=nearest,limit=1,distance=..1.5] run data modify entity @s Motion[0] set value 0.4d
execute if score %dir_x dir matches 3 if score %dir_y dir matches 3 as @p at @s run summon area_effect_cloud ~ ~0.8 ~1.5 {Tags:["stone","spoor"],Age:-40}
execute if score %dir_x dir matches 3 if score %dir_y dir matches 3 as @p at @s run summon area_effect_cloud ~ ~1.8 ~1.5 {Tags:["rail","spoor"],Age:-40}
execute if score %dir_x dir matches 3 if score %dir_y dir matches 3 at @p as @e[type=minecart,sort=nearest,limit=1,distance=..1.5] run data modify entity @s Motion[2] set value 0.4d
execute if score %dir_x dir matches 3 if score %dir_y dir matches 4 as @p at @s run summon area_effect_cloud ~-1.5 ~0.8 ~ {Tags:["stone","spoor"],Age:-40}
execute if score %dir_x dir matches 3 if score %dir_y dir matches 4 as @p at @s run summon area_effect_cloud ~-1.5 ~1.8 ~ {Tags:["rail","spoor"],Age:-40}
execute if score %dir_x dir matches 3 if score %dir_y dir matches 4 at @p as @e[type=minecart,sort=nearest,limit=1,distance=..1.5] run data modify entity @s Motion[0] set value -0.4d


execute as @e[type=area_effect_cloud,tag=spoor,nbt={Age:-1}] at @s run setblock ~ ~ ~ air
execute as @e[type=area_effect_cloud,tag=spoor,nbt={Age:-1}] at @s run kill @s

execute as @e[type=area_effect_cloud,tag=stone,nbt={Age:-40}] at @s run setblock ~ ~ ~ stone
execute as @e[type=area_effect_cloud,tag=rail,nbt={Age:-40}] at @s run setblock ~ ~ ~ rail
execute if block 0 0 0 gold_block as @p at @s run summon area_effect_cloud ~1 ~-1 ~1 {Tags:["plat"],Age:-5}
execute if block 0 0 0 gold_block as @p at @s run summon area_effect_cloud ~1 ~-1 ~ {Tags:["plat"],Age:-5}
execute if block 0 0 0 gold_block as @p at @s run summon area_effect_cloud ~1 ~-1 ~-1 {Tags:["plat"],Age:-5}
execute if block 0 0 0 gold_block as @p at @s run summon area_effect_cloud ~ ~-1 ~1 {Tags:["plat"],Age:-5}
execute if block 0 0 0 gold_block as @p at @s run summon area_effect_cloud ~ ~-1 ~ {Tags:["plat"],Age:-5}
execute if block 0 0 0 gold_block as @p at @s run summon area_effect_cloud ~ ~-1 ~-1 {Tags:["plat"],Age:-5}
execute if block 0 0 0 gold_block as @p at @s run summon area_effect_cloud ~-1 ~-1 ~1 {Tags:["plat"],Age:-5}
execute if block 0 0 0 gold_block as @p at @s run summon area_effect_cloud ~-1 ~-1 ~ {Tags:["plat"],Age:-5}
execute if block 0 0 0 gold_block as @p at @s run summon area_effect_cloud ~-1 ~-1 ~-1 {Tags:["plat"],Age:-5}

execute as @e[type=area_effect_cloud,tag=plat,nbt={Age:-4}] at @s run setblock ~ ~ ~ air
execute as @e[type=area_effect_cloud,tag=plat,nbt={Age:-5}] at @s run setblock ~ ~ ~ smooth_quartz

execute if block 0 0 0 gold_block as @e[type=area_effect_cloud,tag=plat,nbt={Age:-4}] at @s if block ~ ~ ~ air run summon minecraft:falling_block ~ ~ ~ {BlockState:{Name:"minecraft:smooth_quartz"},Time:-10}
execute as @e[type=area_effect_cloud,tag=plat,nbt={Age:-4}] run kill @s

execute as @e[type=falling_block] at @s unless block ~ ~-1 ~ air run kill @s

execute at @p run particle end_rod ~ ~-0.2 ~ 1 0.5 1 0 2 force
execute at @p run particle enchant ~ ~-0.2 ~ 1 0.5 1 0 2 force

execute if score @p sneak matches 3.. run setblock 0 0 0 air
execute if score @p sneak matches 3.. run schedule function effects:plat/replace 4t
execute if score @p sneak matches 3.. run scoreboard players set @p sneak 0
execute if score %summon chicken matches 0 run scoreboard players set %summon chicken 3
execute if score %summon chicken matches 1 run scoreboard players set %summon chicken 2
execute if score %summon chicken matches 2 run scoreboard players set %summon chicken 0
execute if score %summon chicken matches 3 run scoreboard players set %summon chicken 1

execute if score %summon chicken matches 1 at @s run summon chicken 10 15 10 {Tags:["chicken"]}

summon arrow ~ ~1 ~ {Tags:["shooting"]}
tp @e[type=arrow,tag=shooting] @s

execute store result score x pos run data get entity @e[type=arrow,tag=shooting,limit=1] Pos[0] 1000
execute store result score y pos run data get entity @e[type=arrow,tag=shooting,limit=1] Pos[1] 1000
execute store result score z pos run data get entity @e[type=arrow,tag=shooting,limit=1] Pos[2] 1000

execute as @e[type=arrow,tag=shooting] at @s run tp @s ^ ^ ^1

execute store result score dx pos run data get entity @e[type=arrow,tag=shooting,limit=1] Pos[0] 1000
execute store result score dy pos run data get entity @e[type=arrow,tag=shooting,limit=1] Pos[1] 1000
execute store result score dz pos run data get entity @e[type=arrow,tag=shooting,limit=1] Pos[2] 1000

execute as @e[type=arrow,tag=shooting] at @s run tp @s ~ ~1.3 ~

scoreboard players operation dx pos -= x pos
scoreboard players operation dy pos -= y pos
scoreboard players operation dz pos -= z pos

execute store result entity @e[type=arrow,tag=shooting,limit=1] Motion[0] double 0.002 run scoreboard players get dx pos
execute store result entity @e[type=arrow,tag=shooting,limit=1] Motion[1] double 0.002 run scoreboard players get dy pos
execute store result entity @e[type=arrow,tag=shooting,limit=1] Motion[2] double 0.002 run scoreboard players get dz pos

tag @e[type=arrow,tag=shooting] add shot
tag @e[type=arrow,tag=shooting] remove shooting


execute as @e[type=chicken,tag=chicken] at @s unless block ~ ~-0.5 ~ air run function effects:chicken/lost
tp @e[type=minecart,tag=fly] ~ ~0.35 ~ ~ ~
execute as @e[type=minecart,tag=fly] at @s run summon area_effect_cloud ~ ~ ~ {Tags:["dir","fly"]}

execute store result score x minecart run data get entity @e[type=area_effect_cloud,tag=dir,tag=fly,limit=1] Pos[0] 1000
execute store result score y minecart run data get entity @e[type=area_effect_cloud,tag=dir,tag=fly,limit=1] Pos[2] 1000

execute as @e[type=minecart,tag=fly] at @s run tp @e[type=area_effect_cloud,tag=dir,tag=fly,limit=1] ^ ^ ^1

execute store result score dx minecart run data get entity @e[type=area_effect_cloud,tag=dir,tag=fly,limit=1] Pos[0] 1000
execute store result score dy minecart run data get entity @e[type=area_effect_cloud,tag=dir,tag=fly,limit=1] Pos[2] 1000

scoreboard players operation dx minecart -= x minecart
scoreboard players operation dy minecart -= y minecart

execute store result entity @e[type=minecart,tag=fly,limit=1] Motion[0] double 0.01 run scoreboard players get dx minecart
execute store result entity @e[type=minecart,tag=fly,limit=1] Motion[2] double 0.01 run scoreboard players get dy minecart

kill @e[type=area_effect_cloud,tag=dir,tag=fly]

execute store result score player minecart run data get entity @p Rotation[1] 1000

scoreboard players set #deel 3
scoreboard players operation player minecart /= #deel minecart


execute store result entity @e[type=minecart,tag=fly,limit=1] Motion[1] double -0.00001 run scoreboard players get player minecart

particle campfire_cosy_smoke ~ ~0.5 ~ 0 0 0 0 1
execute at @p run summon armor_stand ~ ~0.5 ~ {Invisible:1b,Tags:["explode","new"],ArmorItems:[{},{},{},{id:"player_head",Count:1b,tag:{SkullOwner:{Id:[I;-732532882,-1493219220,-1599669228,70081705],Properties:{textures:[{Value:"eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvNzhkNjJmMThiNzQ0ZTdmYmZkNmYxZjhkYWQxN2UwYTJhMGI2MDhiMTE4NmY0MGNlZTdiZWU1NzIxMTdjNzkzMCJ9fX0="}]}}}}]}


execute if score %order explode matches 1 run data modify entity @e[type=armor_stand,tag=explode,tag=new,limit=1] Motion set value [0.1,1.6,0.3]
execute if score %order explode matches 2 run data modify entity @e[type=armor_stand,tag=explode,tag=new,limit=1] Motion set value [0.6,1.6,-0.2]
execute if score %order explode matches 3 run data modify entity @e[type=armor_stand,tag=explode,tag=new,limit=1] Motion set value [-0.3,1.6,0.4]
execute if score %order explode matches 4 run data modify entity @e[type=armor_stand,tag=explode,tag=new,limit=1] Motion set value [-0.2,1.6,-0.5]
execute if score %order explode matches 5 run data modify entity @e[type=armor_stand,tag=explode,tag=new,limit=1] Motion set value [0.4,1.6,0.2]
execute if score %order explode matches 6 run data modify entity @e[type=armor_stand,tag=explode,tag=new,limit=1] Motion set value [-0.3,1.6,0.6]
execute if score %order explode matches 7 run data modify entity @e[type=armor_stand,tag=explode,tag=new,limit=1] Motion set value [-0.1,1.6,-0.1]
execute if score %order explode matches 8 run data modify entity @e[type=armor_stand,tag=explode,tag=new,limit=1] Motion set value [-0.6,1.6,0.2]
execute if score %order explode matches 9 run data modify entity @e[type=armor_stand,tag=explode,tag=new,limit=1] Motion set value [0.3,1.6,0.7]

tag @e[tag=new] remove new

scoreboard players add %order explode 1
execute if score %order explode matches 1..9 run schedule function effects:explode/summon 10t
execute as @e[type=armor_stand,tag=explode] store result score @s height2 run data get entity @s Pos[1] 1000
execute as @e[type=armor_stand,tag=explode] run scoreboard players operation @s height1 -= @s height2

execute as @e[type=armor_stand,tag=explode,scores={height1=0..}] at @s run function effects:explode/explode
execute as @e[type=armor_stand,tag=explode,scores={height1=..0}] run scoreboard players operation @s height1 = @s height2
scoreboard players set @p click 0

particle end_rod ~ ~ ~ 0 0 0 0 1

execute unless block ^ ^ ^0.5 air run summon lightning_bolt ~ ~ ~
execute unless block ^ ^ ^0.5 air run particle cloud ~ ~0.2 ~ 1 0.3 1 0 20 force
execute unless block ^ ^ ^0.5 air run particle flame ~ ~0.2 ~ 0.5 0.3 0.5 0 5 force

execute if block ^ ^ ^0.5 air positioned ^ ^ ^0.5 run function effects:lightning/loop
scoreboard players add %degree particle 1


execute if score %height particle matches 1 at @p positioned ~ ~-0.3 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.2 0 0 0 0 1 force
execute if score %height particle matches 2 at @p positioned ~ ~-0.1 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.2 0 0 0 0 1 force
execute if score %height particle matches 3 at @p positioned ~ ~0.1 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.2 0 0 0 0 1 force
execute if score %height particle matches 4 at @p positioned ~ ~0.3 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.2 0 0 0 0 1 force
execute if score %height particle matches 5 at @p positioned ~ ~0.5 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.2 0 0 0 0 1 force
execute if score %height particle matches 6 at @p positioned ~ ~0.7 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.2 0 0 0 0 1 force
execute if score %height particle matches 7 at @p positioned ~ ~0.9 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.2 0 0 0 0 1 force
execute if score %height particle matches 8 at @p positioned ~ ~1.1 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.2 0 0 0 0 1 force

execute if score %height particle matches 1 at @p positioned ~ ~-0.2 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.1 0 0 0 0 1 force
execute if score %height particle matches 2 at @p rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.1 0 0 0 0 1 force
execute if score %height particle matches 3 at @p positioned ~ ~0.2 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.1 0 0 0 0 1 force
execute if score %height particle matches 4 at @p positioned ~ ~0.4 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.1 0 0 0 0 1 force
execute if score %height particle matches 5 at @p positioned ~ ~0.6 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.1 0 0 0 0 1 force
execute if score %height particle matches 6 at @p positioned ~ ~0.8 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.1 0 0 0 0 1 force
execute if score %height particle matches 7 at @p positioned ~ ~1 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.1 0 0 0 0 1 force
execute if score %height particle matches 8 at @p positioned ~ ~1.2 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.1 0 0 0 0 1 force

execute if score %height particle matches 1 at @p positioned ~ ~-0.1 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.2 0 0 0 0 1 force
execute if score %height particle matches 2 at @p positioned ~ ~0.1 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.2 0 0 0 0 1 force
execute if score %height particle matches 3 at @p positioned ~ ~0.3 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.2 0 0 0 0 1 force
execute if score %height particle matches 4 at @p positioned ~ ~0.5 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.2 0 0 0 0 1 force
execute if score %height particle matches 5 at @p positioned ~ ~0.7 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.2 0 0 0 0 1 force
execute if score %height particle matches 6 at @p positioned ~ ~0.9 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.2 0 0 0 0 1 force
execute if score %height particle matches 7 at @p positioned ~ ~1.1 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.2 0 0 0 0 1 force
execute if score %height particle matches 8 at @p positioned ~ ~1.3 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.2 0 0 0 0 1 force

execute if score %height particle matches 1 at @p rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.3 0 0 0 0 1 force
execute if score %height particle matches 2 at @p positioned ~ ~0.2 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.3 0 0 0 0 1 force
execute if score %height particle matches 3 at @p positioned ~ ~0.4 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.3 0 0 0 0 1 force
execute if score %height particle matches 4 at @p positioned ~ ~0.6 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.3 0 0 0 0 1 force
execute if score %height particle matches 5 at @p positioned ~ ~0.8 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.3 0 0 0 0 1 force
execute if score %height particle matches 6 at @p positioned ~ ~1 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.3 0 0 0 0 1 force
execute if score %height particle matches 7 at @p positioned ~ ~1.2 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.3 0 0 0 0 1 force
execute if score %height particle matches 8 at @p positioned ~ ~1.4 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.3 0 0 0 0 1 force

execute if score %height particle matches 1 at @p positioned ~ ~0.1 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.4 0 0 0 0 1 force
execute if score %height particle matches 2 at @p positioned ~ ~0.3 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.4 0 0 0 0 1 force
execute if score %height particle matches 3 at @p positioned ~ ~0.5 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.4 0 0 0 0 1 force
execute if score %height particle matches 4 at @p positioned ~ ~0.7 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.4 0 0 0 0 1 force
execute if score %height particle matches 5 at @p positioned ~ ~0.9 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.4 0 0 0 0 1 force
execute if score %height particle matches 6 at @p positioned ~ ~1.1 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.4 0 0 0 0 1 force
execute if score %height particle matches 7 at @p positioned ~ ~1.3 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.4 0 0 0 0 1 force
execute if score %height particle matches 8 at @p positioned ~ ~1.5 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.4 0 0 0 0 1 force

execute if score %height particle matches 1 at @p positioned ~ ~0.2 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.5 0 0 0 0 1 force
execute if score %height particle matches 2 at @p positioned ~ ~0.4 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.5 0 0 0 0 1 force
execute if score %height particle matches 3 at @p positioned ~ ~0.6 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.5 0 0 0 0 1 force
execute if score %height particle matches 4 at @p positioned ~ ~0.8 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.5 0 0 0 0 1 force
execute if score %height particle matches 5 at @p positioned ~ ~1 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.5 0 0 0 0 1 force
execute if score %height particle matches 6 at @p positioned ~ ~1.2 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.5 0 0 0 0 1 force
execute if score %height particle matches 7 at @p positioned ~ ~1.4 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.5 0 0 0 0 1 force
execute if score %height particle matches 8 at @p positioned ~ ~1.6 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.5 0 0 0 0 1 force

execute if score %height particle matches 1 at @p positioned ~ ~0.3 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.6 0 0 0 0 1 force
execute if score %height particle matches 2 at @p positioned ~ ~0.5 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.6 0 0 0 0 1 force
execute if score %height particle matches 3 at @p positioned ~ ~0.7 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.6 0 0 0 0 1 force
execute if score %height particle matches 4 at @p positioned ~ ~0.9 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.6 0 0 0 0 1 force
execute if score %height particle matches 5 at @p positioned ~ ~1.1 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.6 0 0 0 0 1 force
execute if score %height particle matches 6 at @p positioned ~ ~1.3 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.6 0 0 0 0 1 force
execute if score %height particle matches 7 at @p positioned ~ ~1.5 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.6 0 0 0 0 1 force
execute if score %height particle matches 8 at @p positioned ~ ~1.7 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.6 0 0 0 0 1 force

execute if score %height particle matches 1 at @p positioned ~ ~0.4 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.7 0 0 0 0 1 force
execute if score %height particle matches 2 at @p positioned ~ ~0.6 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.7 0 0 0 0 1 force
execute if score %height particle matches 3 at @p positioned ~ ~0.8 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.7 0 0 0 0 1 force
execute if score %height particle matches 4 at @p positioned ~ ~1 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.7 0 0 0 0 1 force
execute if score %height particle matches 5 at @p positioned ~ ~1.2 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.7 0 0 0 0 1 force
execute if score %height particle matches 6 at @p positioned ~ ~1.4 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.7 0 0 0 0 1 force
execute if score %height particle matches 7 at @p positioned ~ ~1.6 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.7 0 0 0 0 1 force
execute if score %height particle matches 8 at @p positioned ~ ~1.8 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.7 0 0 0 0 1 force

execute if score %height particle matches 1 at @p positioned ~ ~0.5 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.8 0 0 0 0 1 force
execute if score %height particle matches 2 at @p positioned ~ ~0.7 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.8 0 0 0 0 1 force
execute if score %height particle matches 3 at @p positioned ~ ~0.9 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.8 0 0 0 0 1 force
execute if score %height particle matches 4 at @p positioned ~ ~1.1 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.8 0 0 0 0 1 force
execute if score %height particle matches 5 at @p positioned ~ ~1.3 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.8 0 0 0 0 1 force
execute if score %height particle matches 6 at @p positioned ~ ~1.5 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.8 0 0 0 0 1 force
execute if score %height particle matches 7 at @p positioned ~ ~1.7 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.8 0 0 0 0 1 force
execute if score %height particle matches 8 at @p positioned ~ ~1.9 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.8 0 0 0 0 1 force

execute if score %height particle matches 1 at @p positioned ~ ~0.6 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.9 0 0 0 0 1 force
execute if score %height particle matches 2 at @p positioned ~ ~0.8 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.9 0 0 0 0 1 force
execute if score %height particle matches 3 at @p positioned ~ ~1 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.9 0 0 0 0 1 force
execute if score %height particle matches 4 at @p positioned ~ ~1.2 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.9 0 0 0 0 1 force
execute if score %height particle matches 5 at @p positioned ~ ~1.4 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.9 0 0 0 0 1 force
execute if score %height particle matches 6 at @p positioned ~ ~1.6 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.9 0 0 0 0 1 force
execute if score %height particle matches 7 at @p positioned ~ ~1.8 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.9 0 0 0 0 1 force
execute if score %height particle matches 8 at @p positioned ~ ~2 ~ rotated as @e[type=area_effect_cloud,tag=rotater] run particle happy_villager ^ ^ ^1.9 0 0 0 0 1 force

execute as @e[type=area_effect_cloud,tag=rotater] at @s run tp @s ~ ~ ~ ~6 ~

execute if score %degree particle matches 61.. run scoreboard players add %height particle 1
execute if score %degree particle matches 61.. run scoreboard players set %degree particle 0

execute if score %height particle matches ..8 run schedule function effects:particle/loop 1t
scoreboard players add %ufo_degree ufo 1

particle minecraft:dust 0 1 0 0.5 ^ ^ ^1.2 0 0 0 0 1 force

execute as @e[type=area_effect_cloud,tag=rotater_ufo] at @s run tp @s ~ ~ ~ ~8 ~

execute if score %ufo_degree ufo matches 46.. run scoreboard players add %ufo_height ufo 1
execute if score %ufo_degree ufo matches 46.. as @e[type=area_effect_cloud,tag=rotater_ufo] at @s run tp @s ~ ~ ~ ~ ~-9
execute if score %ufo_degree ufo matches 46.. run scoreboard players set %ufo_degree ufo 0

execute if score %ufo_height ufo matches ..11 rotated as @e[type=area_effect_cloud,tag=rotater_ufo] run function effects:ufo/bol
scoreboard players add %ufo_degree ufo 1

execute if score %ufo_height ufo matches 1 run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^1.3 0 0 0 0 1 force
execute if score %ufo_height ufo matches 1 run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^1.4 0 0 0 0 1 force
execute if score %ufo_height ufo matches 1 run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^1.5 0 0 0 0 1 force
execute if score %ufo_height ufo matches 1 run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^1.6 0 0 0 0 1 force
execute if score %ufo_height ufo matches 1 run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^1.7 0 0 0 0 1 force
execute if score %ufo_height ufo matches 1 run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^1.8 0 0 0 0 1 force
execute if score %ufo_height ufo matches 1 run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^1.9 0 0 0 0 1 force
execute if score %ufo_height ufo matches 1 run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^2.0 0 0 0 0 1 force
execute if score %ufo_height ufo matches 1 run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^2.1 0 0 0 0 1 force
execute if score %ufo_height ufo matches 1 run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^2.2 0 0 0 0 1 force
execute if score %ufo_height ufo matches 1 run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^2.3 0 0 0 0 1 force

execute if score %ufo_height ufo matches 2 positioned ~ ~-0.1 ~ run particle mycelium ^ ^ ^2.25 0.02 0.02 0.02 0 1 force
execute if score %ufo_height ufo matches 3 positioned ~ ~-0.2 ~ run particle mycelium ^ ^ ^2.1 0.02 0.02 0.02 0 1 force
execute if score %ufo_height ufo matches 4 positioned ~ ~-0.3 ~ run particle mycelium ^ ^ ^1.95 0.02 0.02 0.02 0 1 force
execute if score %ufo_height ufo matches 5 positioned ~ ~-0.4 ~ run particle mycelium ^ ^ ^1.8 0.02 0.02 0.02 0 1 force
execute if score %ufo_height ufo matches 6 positioned ~ ~-0.5 ~ run particle mycelium ^ ^ ^1.65 0.02 0.02 0.02 0 1 force

execute if score %ufo_height ufo matches 7 positioned ~ ~-0.6 ~ run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^0.4 0 0 0 0 1 force
execute if score %ufo_height ufo matches 7 positioned ~ ~-0.6 ~ run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^0.5 0 0 0 0 1 force
execute if score %ufo_height ufo matches 7 positioned ~ ~-0.6 ~ run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^0.6 0 0 0 0 1 force
execute if score %ufo_height ufo matches 7 positioned ~ ~-0.6 ~ run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^0.7 0 0 0 0 1 force
execute if score %ufo_height ufo matches 7 positioned ~ ~-0.6 ~ run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^0.8 0 0 0 0 1 force
execute if score %ufo_height ufo matches 7 positioned ~ ~-0.6 ~ run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^0.9 0 0 0 0 1 force
execute if score %ufo_height ufo matches 7 positioned ~ ~-0.6 ~ run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^1.0 0 0 0 0 1 force
execute if score %ufo_height ufo matches 7 positioned ~ ~-0.6 ~ run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^1.1 0 0 0 0 1 force
execute if score %ufo_height ufo matches 7 positioned ~ ~-0.6 ~ run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^1.2 0 0 0 0 1 force
execute if score %ufo_height ufo matches 7 positioned ~ ~-0.6 ~ run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^1.3 0 0 0 0 1 force
execute if score %ufo_height ufo matches 7 positioned ~ ~-0.6 ~ run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^1.4 0 0 0 0 1 force
execute if score %ufo_height ufo matches 7 positioned ~ ~-0.6 ~ run particle dust 0.1 0.1 0.1 0.5 ^ ^ ^1.5 0 0 0 0 1 force

execute if score %ufo_height ufo matches 8 positioned ~ ~-0.85 ~ run particle dust 0 1 0 0.5 ^ ^ ^0.8 0 0 0 0 1 force
execute if score %ufo_height ufo matches 9 positioned ~ ~-1.00 ~ run particle dust 0 1 0 0.5 ^ ^ ^1.0 0 0 0 0 1 force
execute if score %ufo_height ufo matches 10 positioned ~ ~-1.15 ~ run particle dust 0 1 0 0.5 ^ ^ ^1.2 0 0 0 0 1 force
execute if score %ufo_height ufo matches 11 positioned ~ ~-1.30 ~ run particle dust 0 1 0 0.5 ^ ^ ^1.4 0 0 0 0 1 force



execute as @e[type=area_effect_cloud,tag=rotater_ufo] at @s run tp @s ~ ~ ~ ~5 ~

execute if score %ufo_degree ufo matches 73.. run scoreboard players add %ufo_height ufo 1
execute if score %ufo_degree ufo matches 73.. run scoreboard players set %ufo_degree ufo 0

execute if score %ufo_height ufo matches ..11 rotated as @e[type=area_effect_cloud,tag=rotater_ufo] run function effects:ufo/body

If you have some more ideas I can make, please share them below! (All things with launching players is not possible with datapacking!)
 

wxzzrd

Dedicated Member
May 30, 2020
1,925
1,705
204
wow you should learn coding and develop a client or something or become a developer here your super good at commands it cant be that hard to learn coding from there also I like all of the win effects
 
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Egg🥚

Gameplay Engineer
Jul 12, 2020
1,019
1,462
179
18
The Netherlands
wow you should learn coding and develop a client or something or become a developer here your super good at commands it cant be that hard to learn coding from there
Yeah I'm learning Java atm (i'm pretty far), but this is coded in Minecraft's Datapack language, so not in Java where the developers code with :)
also I like all of the win effects
Thanks but that's a sideshow
 
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wxzzrd

Dedicated Member
May 30, 2020
1,925
1,705
204
Yeah I'm learning Java atm (i'm pretty far), but this is coded in Minecraft's Datapack language, so not in Java where the developers code with :)

Thanks but that's a sideshow
Yes I know minecraft has a language but I still think after you learn java you should make a client it will make money and you could start a whole career
(Psst c++ c++ bedrockclient)
 
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