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Scoreboard

一张截图,记分板在屏幕右边。

记分板(scoreboard)系统是一套复杂的游戏机制,由命令进行控制。记分板主要是给地图制作者和服务器管理员使用的,它能用多种方式追踪、设置和列举玩家的分数。

译名分歧

由于记分板中的一些组件缺少对应的标准译名,在不同的地方可能会对某些组件有不同的翻译,但它们所指的都是同样的东西。本文全部采用游戏内翻译。以下是常见的译名分歧:

原文 游戏内译名 游戏曾用译名 社区常见译名
Objective 目标 对象 变量
Criteria 准则 判据
Trigger 触发器/触发型
(Display) Slot (显示)位置 显示区

目标

目标包括三个主要的参数:名称 (name)显示名称(display name)准则(criteria)。目标从多种方面追踪玩家的分数,并以整数显示,分数范围为-2,147,483,648至2,147,483,647。

目标的名称在内部使用,用于在命令、目标参数、文件格式中进行引用。目标区分大小写并且只能为单个的单词。

与之相反,目标的显示名称可以由多个单词组成,用于在不同场合中进行外部的显示。显示名称也区分大小写,且可以重复。

目标的准则决定了其行为,首要的影响在于追踪的事物。可用的准则列表见下。

玩家的在任意目标上的分数可由命令修改,除非该分数为只读的(即不可改变)。分数可以增加或减少特定的数值,或者设置为一个特定的数值。对于基于统计成就的目标来说,目标本身是可以修改的;然而,真实的统计或成就数据并不会改变——目标会在统计或成就改变时继续更新。

命令也能用于检测玩家在任意目标上的分数,其中需要用到参数score_namescore_name_min。在这些参数中,name是要检测的目标的内部名称。score_name选择出分数小于等于特定值的玩家,而score_name选择出分数大于等于特定值的玩家。

举例来说,在命令方块中输入“testfor @p[score_deaths=5,score_deaths_min=1]”即制作一个可以当如下情况方能输出的红石比较器: 设目标deaths的准则为“deathCount(死亡数量)”,则deaths会选择死亡次数至少为1次,最多为5次的玩家。

准则

准则 描述 可否编辑
dummy(虚拟型) 只能通过命令修改分数,诸如死亡等游戏行为并不能修改分数。这可以被用来制作事件的标记、映射和货币。
trigger(触发器) 只能通过命令修改分数,诸如死亡等游戏行为并不能修改分数。 一个使用trigger做准则的目标可以被玩家利用命令/trigger来设置/增加/减少。如果/trigger命令没有对玩家启用,则使用/trigger命令会失败,并且成功使用过一次此命令后该命令将重新被关闭。值得注意的是/trigger命令可以在作弊被关闭的情况下被非管理员的普通玩家使用。这可以比较方便的通过/tellraw来使用。
deathCount(死亡次数) 当玩家死亡时,分数会自动增加。
playerKillCount(杀人数量) 当玩家杀死其他玩家时分数会自动增加。
totalKillCount(杀怪数量) 当玩家杀死其他生物时分数会自动增加。
health(生命值) 普通玩家会在0~20之间。代表玩家拥有红心数量的两倍。在玩家第一次改变血量前会显示为0。额外的血或者伤害吸收的血也会计算在血量中,也就是说当获得了伤害吸收或者生命提升的信标效果后生命值可以超过20。
xp(经验值) 对应玩家拥有的经验值。
level(等级) 对应玩家当前的经验等级.
food(饱和度) 在0~20之间,代表玩家拥有的饱和度。在玩家第一次改变饱和度前会显示为0。
air(空气值) 在0~300之间;代表潜水的玩家所存余的空气,对应玩家的空气NBT标签。
armor(盔甲值) 在0~20之间;代表玩家拥有的盔甲值。在玩家第一次更换盔甲前会显示为0

[1]有些准则使用了统计和成就系统来组成混合准则。[2]不同于上面的简单准则,混合准则有多个部分,使用点号来分隔(".")。例如 "stat.entityKilledBy.Zombie"是一种混合准则,当玩家被僵尸杀死的时候才会增加。[3]

下面是已知的混合准则:

基础准则 描述 可否编辑 次级准则数量
achievement(成就) 可用的次级准则如下:"acquireIron", "bakeCake", "blazeRod", "bookcase", "breedCow", "buildBetterPickaxe", "buildFurnace", "buildHoe", "buildPickaxe", "buildSword", "buildWorkBench", "cookFish", "diamonds", "diamondsToYou", "enchantments", "exploreAllBiomes", "flyPig", "fullBeacon", "ghast", "killCow", "killEnemy", "killWither", "makeBread", "mineWood", "onARail", "openInventory", "overkill", "overpowered", "portal", "potion", "snipeSkeleton", "spawnWither", "theEnd"和"theEnd2"。数量取决于玩家获得此成就的次数(例如,当一个玩家捡起3块木头,他在使用"achievement.mineWood"准则的目标上的分数会变成3。) 34
stat(统计) 基于玩家的统计来计数,可用的次级准则有:"animalsBred", "armorCleaned", "aviateOneCm", "bannerCleaned", "beaconInteraction", "boatOneCm", "brewingstandInteraction", "cakeSlicesEaten", "cauldronFilled", "cauldronUsed", "chestOpened", "climbOneCm", "craftingTableInteraction", "crouchOneCm", "damageDealt", "damageTaken", "deaths", "dispenserInspected", "diveOneCm", "drop", "dropperInspected", "enderchestOpened", "fallOneCm", "fishCaught", "flowerPotted", "flyOneCm", "furnaceInteraction", "hopperInspected", "horseOneCm", "itemEnchanted", "jump", "leaveGame", "minecartOneCm", "mobKills", "noteblockPlayed", "noteblockTuned", "pigOneCm","playOneMinute", "sleepInBed", "sprintOneCm"和"walkOneCm"。 当一个玩家完成次级准则中的行为,分数会自动增加。 40
stat.craftItem The sub-criteria are the ID number (such as "stat.craftItem.1") or ID name (such as "stat.craftItem.minecraft.stone" - note that the "minecraft." is required for ID names) of a block or item. Only IDs of craftable or smeltable blocks and items are accepted. The value increments when the block or item is removed from a furnace, crafting table, or the inventory's crafting field. Clicking to remove increments the value by one, but shift-clicking increments it by two.

Certain items, such as iron ingots, pickaxes, and cake, have achievement counterparts that increment in the same way.

199 (398)[note 1]
stat.useItem The sub-criteria are the ID number (such as "stat.useItem.1") or ID name (such as "stat.useItem.minecraft.stone") of a block or item. Most blocks and items are accepted, except various blocks which do not have an item form.

The value increments when a player uses a block or item. "Use" is defined as when:

  • A shovel, a pickaxe, an axe, flint and steel, shears, a hoe, bows, or a sword could consume durability; the value increments even if no durability is consumed, such as when any item that requires left click to use destroys a torch. For fishing rods and carrot on a sticks, the value increments whenever they are right-clicked; durability does not have to be consumed at all. The value does not increment when armor consumes durability.
  • A block is placed.
  • A painting, spawn egg, any type of minecart, item frame, boat, eye of ender, ender pearl, egg, snowball, bow, any type of throwable potion, Bottle o' Enchanting, or fishing rod spawns an entity.
  • One of the two usable dyes are properly used. Either when cocoa beans place cocoa pods on jungle wood or bone meal is used to grow plants, such as crops or grass. The value does not increment when a dye is used on a sheep.
  • A bucket of milk, potion, or any food, save cake which is placeable, is consumed.
  • An empty map, bucket, lava bucket, water bucket, milk, book and quill, or potion creates a new item. The value does not increment when bowl becomes mushroom stew or a bucket becomes milk.
  • A record is placed in a jukebox. Each record has a different stat.

The value, however, does not increment when items are used on mobs, whether to name, tame, feed, breed, saddle, leash, shear, milk, or gather stew from; when armor is put on directly; when leather armor is washed in a cauldron; and all instances mentioned above.

There are 357 items attainable in creative mode, without using commands and including blocks with similar IDs but different datavalues, that can use this stat and 195 that cannot.

318 (636)[note 1]
stat.breakItem The sub-criteria are the ID number (such as "stat.breakItem.256") or ID name (such as "stat.breakItem.minecraft.bow") of an item with durability.

The value increments when the durability runs out. The durability runs out when the condition for losing durability for the item is met, and the durability becomes negative, which is the first use after the durability is zero that causes the item to break.

50 (100)[note 1]
stat.mineBlock The sub-criteria are the ID number (such as "stat.mineBlock.1") or ID name (such as "stat.mineBlock.minecraft.stone") of a block. Most blocks are accepted, except for various indestructible or technical blocks.

This increments when a player mines a block. "Mine" is defined as when a player destroys a block in a way that an item could/would drop, unless the block does not drop items like glass, or another block would be created like ice. The value does not increase when in Creative mode and will still increase if doTileDrops is set to false.

135 (270)[note 1]
stat.killEntity The sub-criteria are the name of an entity. Valid names are: "Bat", "Blaze", "CaveSpider", "Chicken", "Cow", "Creeper", "Enderman", "Endermite", "EntityHorse", "Ghast", "Guardian", "LavaSlime", "MushroomCow", "Ozelot", "Pig", "PigZombie", "PolarBear", "Rabbit", "Sheep", "Shulker", "Silverfish", "Skeleton", "Slime", "Spider", "Squid", "Villager", "Witch", "Wolf", and "Zombie". Increments when a player has killed the specified mob. 27
stat.pickup The sub-criteria are the ID number (such as "stat.pickup.1") or ID name (such as "stat.pickup.minecraft.stone") of a block or item. Increments when a player picks up a dropped item. 392
stat.drop The sub-criteria are the ID number (such as "stat.drop.1") or ID name (such as "stat.drop.minecraft.stone") of a block or item. Increments when a player drops an item by using drop item. 392
stat.entityKilledBy The sub-criteria are the name of an entity. Valid names are: "Bat", "Blaze", "CaveSpider", "Chicken", "Cow", "Creeper", "Enderman", "Endermite", "EntityHorse", "Ghast", "Guardian", "LavaSlime", "MushroomCow", "Ozelot", "Pig", "PigZombie", "PolarBear", "Rabbit", "Sheep", "Shulker", "Silverfish", "Skeleton", "Slime", "Spider", "Squid", "Villager", "Witch", "Wolf", and "Zombie". Increments when a player has been killed by the specified mob.

Note that if the name of a passive mob is used the value will never increase, as those mobs are not capable of hurting the entity with the scoreboard. However it can be hurt by Rabbits and Chickens if the Rabbit was "The Killer Bunny", or the Chicken was a Chicken Jockey.

27
teamkill The sub-criteria are the color of a team. Valid colors are: "black", "dark_blue", "dark_green", "dark_aqua", "dark_red", "dark_purple", "gold", "gray", "dark_gray", "blue", "green", "aqua", "red", "light_purple", "yellow", and "white". Increments when a player has killed a member of a team with the specified color. 16
killedByTeam The sub-criteria are the color of a team. Valid colors are: "black", "dark_blue", "dark_green", "dark_aqua", "dark_red", "dark_purple", "gold", "gray", "dark_gray", "blue", "green", "aqua", "red", "light_purple", "yellow", and "white". Increments when a player has been killed by a member of a team with the specified color. 16
  1. 1.0 1.1 1.2 1.3 Prior to 14w06a, stat.craftItem, stat.useItem, stat.breakItem, and stat.mineBlock only accepted numeric IDs and not ID names. The addition of ID names means that these compound criteria effectively have double the sub-criteria they previously had, but the new criteria serve the same exact roles as their numeric counterparts. For convenience, the first number listed is the number of blocks/items which these compound criteria accept, and the second is the literal number of sub-criteria.
Scoreboard Display

An objective with two points to the player is displayed in the "list" slot, while an objective with the display name "Quest Points" with 0 points to the player is displayed in the "sidebar" slot.

Display slots

Via the /scoreboard objectives setdisplay command (see command reference), players' scores in specific objectives can be displayed in certain 'slots' in-game. Each 'display slot' can show one objective at a time, and multiple 'display slots' may be used for the same or different objectives.

Slot Description
list Displays a yellow number without a heading on the tab menu, where online players are shown. Visible even in singleplayer.
sidebar Shows on the right hand side of the screen. Shows players in a high score list with a heading labeled the objective's display name. Note that players will be shown even if offline, and untracked players will not be shown. In addition, fake players with names starting with a # will not show up in the sidebar under any circumstances.
sidebar.team.<color> There are 16 team-specific sidebar display slots. These operate the same as the standard sidebar slot, but only display to players who are on teams which use the specified color (for example, "sidebar.team.green" displays to players on "green" teams). Valid colors are: "black", "dark_blue", "dark_green", "dark_aqua", "dark_red", "dark_purple", "gold", "gray", "dark_gray", "blue", "green", "aqua", "red", "light_purple", "yellow", and "white".
belowName Shows the score followed by the objective's display name below the player's nameplate above their head. Is hidden beyond ~10 blocks and when the player is sneaking. Not visible in singleplayer.

Tags

Scoreboard tags are a simple list of single-word strings stored directly in the Tags data tag of an entity. As with objectives, tags are case-sensitive.

Target selectors can be used to check whether an entity has a tag with the "tag" argument; the "!" character may be placed before a name to check for entities that do not have the tag. For example, inputting /testfor @p[tag=banana] into a command block will provide comparator output if a player is tagged with "banana". Similarly, /testfor @p[tag=!banana] will provide output for players who are not tagged "banana".

To test for multiple tags, use the data tag "Tags". For example, /testfor @p {Tags:["banana","apple"]} will check for a player that has both the "apple" and "banana" tags.

Teams

Teams are a combination of name, display name, prefix, suffix, friendly fire options, and a list of players who are on the team.

A team's name is used internally, for referencing in commands, target arguments, and in the file format. It is case-sensitive and must be a single word.

Conversely, the display name of a team can be multiple words, and is displayed publicly in various situations. It is also case-sensitive, and does not have to be unique.

A team's prefix and suffix are inserted before and after the names of players on the team, respectively. Without using external editors, the only possible prefixes are formatting codes for team colors, and the only possible suffix is the reset code (so characters after a player's name aren't formatted). Prefixes and suffixes will be added to the names of players in chat, the active players list, the sidebar, and above their heads. Without an in-game option, third-party software may be required to edit them.

The friendly fire option allows control of whether or not members of a team are able to harm each other. Its default mode, true, makes no changes to PvP mechanics - ergo, players can harm their teammates. When set to false, however, it prevents players on the same team from causing damage to each other with melee attacks, bows, and Splash Potions of Harming. Note that players on the same team may still inflict negative status effects on each other with potions, even if friendly fire is false.

It is important to note that each individual player can only be on one team; teams cannot share players.

Commands can be used to check whether a player is on a team with the "team" argument; the "!" character may be placed before a name to check for players not on the team. For example, inputting /testfor @p[team=red] into a command block will provide comparator output if a player is on the "red" team. Similarly, /testfor @p[team=!red] will provide output for players who are not on "red". Also, /testfor @p[team=!] will check for all players on a team, while /testfor @p[team=] will check for those without a team.

Command reference

Objectives commands

Command Description Success Conditions[note 1]
scoreboard objectives list Lists all existing objectives, with their display name and criteria. The scoreboard must have at least one objective.
scoreboard objectives add <name> <criteria> [display name...] Creates a new objective with the internal name name, specified criteria, and the optional display name. Without a specified display name, it will default to name. See above section for the meaning of these properties. All arguments are case-sensitive. name must not be used by an existing objective, and must be at most 16 characters. criteria must be a valid criteria type. display name must be at most 32 characters.
scoreboard objectives remove <name> Deletes all references to the objective with name in the scoreboard system. Data is deleted from the objectives list, player scores, and if it was on a display list, it will no longer be displayed. name must be an existing objective.
scoreboard objectives setdisplay <slot> [objective] Displays score info for objective in the specified slot. Valid slots are listed and described in Display Slots. Note that the objective parameter is optional: if no objective is provided, this display slot is cleared (returned to its default state). objective must exist, if it is specified. slot must also exist. Note that clearing an empty slot will still succeed.

Players commands

Command Description Success Conditions[note 1]
scoreboard players list [playername] Displays all players who are tracked, in some way, by the scoreboard system. The optional playername parameter can be used to display all scores of a particular player, and "*" (an asterisk) in place of playername will display all scores for all players tracked by the scoreboard system. playername must have recorded scores, if specified. If no playername is specified, there must be at least one tracked player on the scoreboard.
scoreboard players set <player> <objective> <score> [dataTag] Sets the player's score in objective to score, overwriting the previous score if it exists. "*" may be used in place of player to represent every player tracked by the scoreboard. objective must exist and cannot be read-only, and score must be between -2,147,483,648 and 2,147,483,647, inclusive. Note that player does not need to be online or even exist. If player exists and a dataTag is specified, player must match dataTag. Note that dataTag must define the type of tag such as {powered:1b} if looking for powered creepers.
scoreboard players add <player> <objective> <count> [dataTag] Increments the player's score in objective by count. "*" may be used to represent all players tracked by the scoreboard. objective must exist and cannot be read-only, and count must be between 1 and 2,147,483,647, inclusive. Note that player does not need to be online or even exist. If player exists and a dataTag is specified, player must match dataTag. Note that dataTag must define the type of tag such as {powered:1b} if looking for powered creepers.
scoreboard players remove <player> <objective> <count> [dataTag] Decrements the player's score in objective by count. "*" may be used to represent all players tracked by the scoreboard.
scoreboard players reset <player> [objective] Deletes score or all scores for player. If objective is specified, only that objective is cleared; otherwise this applies to all objectives. Note this does not merely set the score(s) to 0: it removes the player from the scoreboard altogether (or for the given objective). "*" may be used to represent all players tracked by the scoreboard. Always succeeds, even on players who are not on the scoreboard.
scoreboard players enable <player> <trigger> Enables player to use the /trigger command on the specified trigger objective. Until this has been done, player's attempts to /trigger that objective will fail. Once they have used the /trigger command on it, it will be disabled again. "*" may be used to represent all players tracked by the scoreboard. trigger must be an objective of the criteria "trigger".
scoreboard players test <player> <objective> <min> [max] Outputs whether or not player's score in objective is within the range min to max (inclusive). If not specified or if "*" is used, max defaults to 2,147,483,647. Using a "*" for min means -2,147,483,648. "*" may be used to represent all players tracked by the scoreboard. objective must exist, and player's score in it must exist and be at least min and no greater than max. Note that player does not need to be online or even exist.
scoreboard players operation <targetName> <targetObjective> <operation> <selector> <objective> Applies an arithmetic operation altering targetName's score in targetObjective, using selector's score in objective as input.

<operation> may be:

  • "+=" Addition: add selector's score to targetName's
  • "-=" Subtraction: subtract selector's score from targetName's
  • "*=" Multiplication: set targetName's score to the product of targetName and selector's scores
  • "/=" Integer Division: set targetName's score to itself divided by selector's score
  • "%=" Modular Division: set targetName's score to the remainder of the division between itself and selector's score
  • "=" Assign: set targetName's score to selector's score
  • "<" Min: if selector's score is less than targetName's score, then set targetName's score to selector's score
  • ">" Max: if selector's score is greater than targetName's score, then set targetName's score to selector's score
  • "><" Swaps the scores of selector with targetName

In all cases except "><", selector's score in objective will remain unchanged. "*" may be used in place of either targetName or selector (but not both) to represent all players tracked by the scoreboard.

objective and targetObjective must exist, targetObjective cannot be read-only, and all requested targets/selectors must have scores in the specified objectives (if some do and some do not, the operation will succeed only for the combinations where both the target and the selector have a score). Note that targetName does not need to be online or even exist.

Tags commands

Command Description Success Conditions[note 1]
scoreboard players tag <player> add <tagName> [dataTag] Adds a tag - tagName which can be based on a certain dataTag to/from a player. "*" may be used in place of player to represent all players tracked by the scoreboard, provided the players exist and are online.
scoreboard players tag <player> remove <tagName> [dataTag] Removes a tag - tagName which can be based on a certain dataTag to/from a player. "*" may be used in place of player to represent all players tracked by the scoreboard, provided the players exist and are online. Tags that are to be removed must exist.
scoreboard players tag <player> list Lists all tags the player has. "*" may be used in place of player to represent all players tracked by the scoreboard, provided the players exist and are online.

Teams commands

Command Description Success Conditions[note 1]
scoreboard teams list [teamname] Lists all teams, with their display names and the amount of players in them. The optional teamname parameter can be used to display all players on a particular team. If teamname is specified, it must exist and must have players. If no teamname is specified, there must be at least one registered team on the scoreboard.
scoreboard teams add <name> [display name...] Creates a team with the given name and optional display name. name must not be used by an existing team, and must be at most 16 characters. display name must be at most 32 characters.
scoreboard teams remove <name> Deletes the named team from the scoreboard system. name must be an existing team.
scoreboard teams empty <name> Removes all players from the named team. name must be an existing team, and the team must have at least one player.
scoreboard teams join <team> [players...] Assigns the specified players to the specified team. If no player is specified, the player running the command joins the team. "*" may be used to represent all players tracked by the scoreboard. team must exist. Note that the named players do not need to be online or even exist, and can even already be on the team.
scoreboard teams leave [players...][note 2] Makes the specified players leave their teams. If no player is specified, the player running the command leaves their team. "*" may be used to represent all players tracked by the scoreboard. Each player must be on a team - it is possible to get a partial success and partial failure, but a command block will report only the failure.
scoreboard teams option <team> color <value> Will color the name of all players on this team in chat, above their head, on the Tab menu, and on the sidebar. Also changes the color of the outline of the players caused by the Glowing effect. Valid color values are "black", "dark_blue", "dark_green", "dark_aqua", "dark_red", "dark_purple", "gold", "gray", "dark_gray", "blue", "green", "aqua", "red", "light_purple", "yellow", and "white". Another valid value is "reset" (names show in default color and formatting). team must exist, and value must be a valid value.
scoreboard teams option <team> friendlyfire <true|false> The default setting, true, has no impact on PvP mechanics. When set to false, players on this team cannot harm each other with melee, bow, or Splash Potion of Harming attacks, but may still inflict negative status effects on each other. Does not affect non-player entities on a team. team must exist, and the setting must be "true" or "false".
scoreboard teams option <team> seeFriendlyInvisibles <true|false> When set to true, players on this team will see invisible teammates (and themselves) as semi-transparent instead of completely invisible. Defaults to true. team must exist, and the setting must be "true" or "false".
scoreboard teams option <team> nametagVisibility <never|hideForOtherTeams|hideForOwnTeam|always> Controls the visibility of nametags for players on the given team, and defaults to "always". When set to "never", no nametags will show above any player on the given team. When set to "hideForOtherTeams", the nametags of players on the given team will be hidden to other players not on the team. When set to "hideForOwnTeam", only nametags of other players on one's own team will be hidden. When set to "always", all nametags will be visible. team must exist, and the setting must be "never", "hideForOtherTeams", "hideForOwnTeam", or "always".
scoreboard teams option <team> deathMessageVisibility <never|hideForOtherTeams|hideForOwnTeam|always> Controls the visibility of death messages for players on the given team, and defaults to "always". When set to "never", no death messages will appear in chat for any player on the given team. When set to "hideForOtherTeams", only the death messages of players on other teams will be hidden. When set to "hideForOwnTeam", only death messages of other players on one's own team will be hidden. When set to "always", all death messages will appear in chat. team must exist, and the setting must be "never", "hideForOtherTeams", "hideForOwnTeam", or "always".
scoreboard teams option <team> collisionRule <always|never|pushOwnTeam|pushOtherTeams> Controls the way the players on the team collide, defaults to "always". When set to "never", players on that team will never collide with players or mobs. When set to "pushOwnTeam", players will only push other players on their team and mobs. When set to "pushOtherTeams", players will only push players on opposing teams. When set to "always", all players and mobs will be pushed. team must exist, and the setting must be "never", "pushOwnTeam", "pushOtherTeams", or "always".


NBT format

The file scoreboard.dat in the 'data' folder of a Minecraft world stores the scoreboard data for that world as a GZip'd NBT file:

  • The root tag.
    •  data: The scoreboard data.
      •  Objectives: A list of compound tags representing objectives.
        • An objective.
          •  CriteriaName: The criteria of this objective.
          •  DisplayName: The display name of this objective. If none was specified during the objective's creation, this will be identical to the Name tag below.
          •  Name: The internal name of this objective.
          •  RenderType: The type of data to store. Defaults to "integer".
      •  PlayerScores: A list of compound tags representing scores tracked by the scoreboard system.
        • A tracked player/objective pair with a score.
          •  Score: The score this player has in this objective.
          •  Name: The name of the player who has this score in this objective.
          •  Objective: The internal name of the objective which this player has this score in.
          •  Locked: 1 or 0 (true/false) - false if this objective is "enabled". Only meaningful for objectives with the criteria "trigger", where this must be false before a player can use the /trigger command on it.
      •  Teams: A list of compound tags representing teams.
        • A Team.
          •  AllowFriendlyFire: 1 or 0 (true/false) - true if players on this team can harm each other.
          •  SeeFriendlyInvisibles: 1 or 0 (true/false) - true if players on this team can see invisible teammates.
          •  NameTagVisibility: The value of the nametagVisibility option of this team.
          •  DeathMessageVisibility: The value of the deathMessageVisibility option of this team. Valid options are: never, hideForOtherTeams, hideForOwnTeam, always
          •  CollisionRule: The value of the collisionrule option of this team. Valid options are: always, pushOwnTeam, never, pushOtherTeams
          •  DisplayName: The display name of this team. If none was specified during the team's creation, this will be identical to the Name tag below.
          •  Name: The internal name of this team.
          •  Prefix: The prefix prepended to names of players on this team. Ordinarily, it is a Formatting Code.
          •  Suffix: The suffix appended to names of players on this team. Ordinarily, it is the reset code, "§r", to prevent formatting from spilling over, but it may be blank if prefix is also blank.
          •  TeamColor: The text-based color ("black", "dark_blue", etc.) given to the team. Does not exist if no color is set.
          •  Players: A list of names of players on this team.
            • The name of a player on this team.
      •  DisplaySlots: A set of slots which are displaying specific objectives. If a slot is empty, its tag is not present.
        •  slot_0: The internal name of the objective displayed in the "list" slot.
        •  slot_1: The internal name of the objective displayed in the "sidebar" slot.
        •  slot_2: The internal name of the objective displayed in the "belowName" slot.
        •  slot_3: The internal name of the objective displayed in the "sidebar.team.black" slot.
        •  slot_4: The internal name of the objective displayed in the "sidebar.team.dark_blue" slot.
        •  slot_5: The internal name of the objective displayed in the "sidebar.team.dark_green" slot.
        •  slot_6: The internal name of the objective displayed in the "sidebar.team.dark_aqua" slot.
        •  slot_7: The internal name of the objective displayed in the "sidebar.team.dark_red" slot.
        •  slot_8: The internal name of the objective displayed in the "sidebar.team.dark_purple" slot.
        •  slot_9: The internal name of the objective displayed in the "sidebar.team.gold" slot.
        •  slot_10: The internal name of the objective displayed in the "sidebar.team.gray" slot.
        •  slot_11: The internal name of the objective displayed in the "sidebar.team.dark_gray" slot.
        •  slot_12: The internal name of the objective displayed in the "sidebar.team.blue" slot.
        •  slot_13: The internal name of the objective displayed in the "sidebar.team.green" slot.
        •  slot_14: The internal name of the objective displayed in the "sidebar.team.aqua" slot.
        •  slot_15: The internal name of the objective displayed in the "sidebar.team.red" slot.
        •  slot_16: The internal name of the objective displayed in the "sidebar.team.light_purple" slot.
        •  slot_17: The internal name of the objective displayed in the "sidebar.team.yellow" slot.
        •  slot_18: The internal name of the objective displayed in the "sidebar.team.white" slot.

History

release
1.513w04aAdded scoreboard.
13w05aAdded team-based functionality.
1.7.213w36aAdded statistic-based objective criteria.
1.814w02aEntities other than players can now be part of teams and have objective scores.
14w06aAdded the trigger and team kill-based objective criteria.
Added /scoreboard players enable.
"*" can be used in a player name argument to represent all players tracked by the scoreboard.
Added the "objective" argument to /scoreboard players reset.
Statistic objective criteria now use named IDs instead of numerical IDs.
Added the achievement.overpowered objective criterion.
14w07aAdded /scoreboard players operation and /scoreboard players test.
Scores for fake players that have a name beginning with "#" won't appear in the sidebar.
Added team-specific sidebar display slots.
Added the nametagVisibility team option.
14w10aAdded the deathMessageVisibility team option.
Added a dataTag argument to /scoreboard players set, /scoreboard players add, and /scoreboard players remove.
Added the stat.crouchOneCm, stat.sprintOneCm, and stat.timeSinceDeath objective criteria.
14w25aAdded =, <, and > to /scoreboard players operation.
14w29aPlayer/entity names in the sidebar are now secondarily sorted by alphabetical order.
14w30aAdded the stat.talkedToVillager and stat.tradedWithVillager objective criteria.
?Added >< to /scoreboard players operation.
1.8.2Added the cauldronFilled, stat.cauldronUsed, stat.armorCleaned, stat.bannerCleaned, stat.brewingstandInteraction, stat.beaconInteraction, stat.dropperInspected, stat.hopperInspected, stat.dispenserInspected, stat.noteblockPlayed, stat.noteblockTuned, stat.flowerPotted, stat.trappedChestTriggered, stat.enderchestOpened, stat.itemEnchanted, stat.recordPlayed, stat.furnaceInteraction, stat.craftingTableInteraction, stat.chestOpened objective criteria.
1.915w32aAdded the stat.sneakTime objective criteria.
15w32bAdded /scoreboard players tag.
Added the xp, food, and air objective types.
15w33aAdded the stat.pickup and stat.drop objective criteria.
Added the armor, level objective types.
15w36aAdded collisionRule.
15w49aAdded the stat.aviateOneCm objective criteria.

Issues

Template:Issue list

References

游戏内容


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