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스코어보드 시스템은 맵 제작자를 위한 복잡한 게임 플레이 명령문 입니다. 이 명령문은 명령어명령 블록 으로 쓸 수 있습니다.

목표

목표는 이름, 표시 이름, 그리고 기준 유형으로 이루어져 있고, 점수는 플레이어 마다 정해져 있습니다. 점수의 범위는 -2,147,483,648 에서 2,147,483,647이고, 정수만 가능합니다.(소숫점을 지원하지 않습니다.)

목표의 이름 명령에서 사용되고, 대소문자를 구별해야 하며, 반드시 한 단어여야 됩니다.

반대로, 표시 이름 은 여러 단어 일 수 있고, 다양한 상황에서 모두에게 표시됩니다. 대소문자를 구별하고, 고유하지 않습니다.

목표의 기준 유형 은 그것의 동작을 입력합니다:

기준유형(Criteria) 설명 수정 가능 여부
커맨드 전용 이 기준유형을 선택한다면, 이것의 점수는 오직 커맨드로만 조정할 수 있고, 죽는 등 게임 이벤트로 조정되지 않습니다. 이것은 특정 행동, 상태 매핑, 그리고 통화에 유용합니다.
사망시 상승 플레이어가 죽을때 마다 자동적으로 상승 합니다.
죽일시 상승 플레이어가 다른 플레이어를 죽일때 마다 자동적으로 상승 한다.
개체를 죽일시 상승 플레이어가 다른 플레이어나 몹들을 죽일때 마다 자동적으로 상승한다.
생명력 기본적인 플레이어게는 0에서 20까지의 범위고, 하나당 플레이어가 가지고있는 반 칸의 하트를 나타낸다. 이 항목은 최초로 변경되기 전에 0으로 표시될 수 있다. 여분 생명력과 흡수 효과로 늘어난 생명력도 점수로 계산한다.속성이나 변경된 장비와 흡수나 생명력 신장 같은 효과가 있다면, 이 점수는 20을 초과할 수 있다 아니요

스냅샷 13w36a, 수백 개의 새로운 기준이 추가되었다.[1] 이러한 기준은 통계 및 성과 시스템을 사용하여 복합 기준을 형성합니다.[2] 위의 간단한 기준과 달리 복합 기준에는 여러 개의 부품이 있으며 기간("")으로 구분된다. 예를 들어 "stat.entityKilledBy"가 있다.좀비는 좀비가 그들을 죽일 때마다 증가하는 복합적인 기준이 될 것이다.[3]

알려진 복합 기준 목록은 다음과 같다.

Criteria Base 설명 Can be Modified? Number of sub-criteria
achievement Accepted sub-criteria are: "makeBread", "bakeCake", "diamondsToYou", "killCow", "portal", "buildFurnace", "buildSword", "cookFish", "enchantments", "mineWood", "openInventory", "exploreAllBiomes", "buildWorkBench", "theEnd", "blazeRod", "spawnWither", "buildBetterPickaxe", "acquireIron", "theEnd2", "bookcase", "flyPig", "ghast", "snipeSkeleton", "diamonds", "killWither", "fullBeacon", "buildHoe", "breedCow", "onARail", "overkill", "killEnemy", "potion", "buildPickaxe". Value is dependent on how many times the player has gotten the achievement (e.g. if a player has picked up three blocks of wood, their score for an objective with the "achievement.mineWood" criterion will be 3). 33
스탯 Base for criteria related to a player's statistics. Accepted sub-criteria are: "damageDealt", "damageTaken", "leaveGame", "minecartOneCm", "swimOneCm", "walkOneCm", "horseOneCm", "pigOneCm", "flyOneCm", "boatOneCm", "fallOneCm", "climbOneCm", "diveOneCm", "fishCaught", "junkFished", "treasureFished", "playOneMinute", "playerKills", "mobKills", "animalsBred", "jump", "drop", "deaths". Score increments automatically for a player when they perform the action specified by the sub-criterion. 23
stat.craftItem The sub-criteria are the ID number 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.

202
stat.useItem The sub-criteria are the ID number of a block or item. Any block or item ID is accepted, except for 0, 26, 34, 36, 55, 59, 63, 64, 68, 71, 74, 75, 83, 92, 93, 94, 104, 105, 115, 117, 118, 124, 132, 140, 144, 149, 150, and other such 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, or a sword consumes durability. This does not apply to anything else with durability: helmets, chestplates, leggings, boots, bows, fishing rods, or "carrot on a stick"s.
  • A block would be placed; a block does not have to be placed or even have the possibility of being placed. Certain blocks have specific conditions to be placed but increment the value whether a block can and is placed, for instance, sugar cane requires water to be directly horizontally adjacent to the block on which it is being placed and needs to be placed on top of either sand, red sand, dirt, podzol, or a grass block but increments the value when the player right clicks (or whatever the "Use Item/Place Block" control is) on any block.
  • A painting, spawn egg, any type of minecart, or item frame spawns an entity. This does not apply to when a boat or any projectile is spawned from an eye of ender, ender pearl, egg, snowball, bow, Bottle o' Enchanting, or any throwable potions.
  • 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.
  • 음반은 주크박스 안에 위치하여 있다. 각 음반은 각각의 스텟을 가진다.

The value, however, does not increment when any milk, potions, or any "foodstuffs" is consumed; items are used to name, tame, feed, breed, saddle, or leash mobs; when a new item is created through use, like when an empty map becomes a map, when a bucket becomes a lava bucket, water bucket, or milk or vice versa, or when a bowl becomes mushroom stew; 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.

320
stat.breakItem The sub-criteria are the ID number 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. 50
stat.mineBlock The sub-criteria are the ID number of a block. Any block ID is accepted, except for 0, 7, 8, 9, 10, 11, 26, 34, 36, 51, 52, 55, 59, 63, 64, 68, 71, 74, 75, 83, 92, 93, 94, 96, 104, 105, 117, 118, 124, 132, 140, 141, 142, 144, and 149, 150. 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. 134
stat.killEntity 부가 criteria 들은 개체들의 이름이다. 유효한 이름들: "Silverfish", "Ozelot", "Zombie", "Blaze", "Pig", "Creeper", "Cow", "Ghast", "Witch", "Squid", "Spider", "Villager", "Enderman", "LavaSlime", "PigZombie", "Wolf", "Sheep", "EntityHorse", "Chicken", "Slime", "Skeleton", "Bat", "MushroomCow", "CaveSpider". 플레이어가 특정한 몹을 죽였을 때에 증가한다. 24
stat.entityKilledBy 부가 criteria 들은 개체들의 이름이다. 유효한 이름들: "Wolf", "Ozelot", "Enderman", "Slime", "LavaSlime", "Spider", "Creeper", "Bat", "Squid", "PigZombie", "Silverfish", "Skeleton", "Witch", "EntityHorse", "Pig", "Blaze", "Sheep", "MushroomCow", "CaveSpider", "Villager", "Zombie", "Chicken", "Cow", "Ghast". 특정한 몹에 의해 사망하였을때 증가한다.

만약 패시브 몹의 이름을 사용했을시 그 몹이 공격적이지 않다면 값은 증가하지 않는다는것을 참고하라.

24

그 어느 오브젝티브(objectives)에 있는 플레이어의 점수는 읽기 전용(현재로선, '생명력'스코어보드만이 읽기 전용 오브젝티브이다) 스코어보드가 아닌 이상 명령어를 통하여 바뀔 수 있다. 특정한 값이 증가 또는 감소되거나, 특정한 값으로 정해질 수 있다. 스탯(stats)나 발전 과제(achievements)를 기반으로 하는 오브젝티브(objectives)는 명령어로 변경될 수 있지만, 실제 스탯(stats)이나 발전 과제(achievement)는 바뀌지 않는다. 그 오브젝티브(objective)는 스탯(stats)이나 발전 과제(achievements)의 변화에 따라 계속 업데이트될 것이다.

또한 커멘드는 scores 선택 기준을 이용하여 ( scores={name=min..max} syntax로) 모든 오브젝티브에 있는 생명채의 점수를 확인하는 곳에도 사용된다. 이 기준에선, name이 점수를 확인할 오브젝티브가 된다.

예를 들어, /execute if entity @a[scores={deaths=1..5}]명령 블록 에 입력하면, "deaths"가 "deathcount" criterion의 오브젝티브인것에 따라 만약 그 플레이어가 한 번 이상 다섯 번 이하로 죽었으면, 선택자 또는 conditional command block 이 출력 값을 제공한다.

표시 슬롯

"scoreboard objectives setdisplay" 명령어에 따라(see command reference), 특정한 오브젝티브의 플레이어들의 점수는 게임 내에서 여러 '슬롯'에 표시될 수 있다. 각 '표시 슬롯(Display Slot)'은 한번에 한 오브젝티브만 표시할 수 있고, 다양한 '표시 슬롯들'이 같거나 다른 여러 오브젝티브들에 의해 사용될 수 있다.

슬롯 설명
list 노란색 숫자를 온라인 플레이어들이 표시되는 텝 메뉴(Tab menu)에 표시한다. 싱글플레이에서도 확인할 수 있다.
sidebar 화면의 오른쪽에 표시된다. Shows players in a high score list with a heading labeled the objective's display name. Note that offline players may be shown, and untracked players will not be shown.
belowName 플레이어들의 머리 위에 있는 이름표 아래에 오브젝티브의 표시 이름과 함께 점수를 보여준다. 10블럭 이상 멀어지거나 플레이어가 웅크리기를 하고 있으면 숨겨진다. 싱글플레이에선 보이지 않는다.

  • 현재 팀은 /team 명령어로 분리됨

팀은 이름(name), 표시 이름(display name), prefix, suffix, 싸움 허용(friendly fire) 옵션들과 팀에 있는 플레이어들의 목록의 조합이다.

As with objectives, the name and display name of a team are case-sensitive, name is a single word used internally, and display name can be multiple words and does not need to be unique.

The prefix and suffix are inserted before and after the names of players on a team - 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.

The friendly fire option allows control of whether team members can harm each other. Its default mode, "true", makes no changes to PvP mechanics. 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.

Command blocks 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, "testfor @p[team=red]" in a Command Block will provide comparator output if a player is on the "red" team. Similarly, "testfor @p[team=!red,team=!blue]" will provide output for players who are neither on "red" nor "blue". Also, if checking for a blank team, the game will actually check for all players without a team.

Command reference

Command Description Success Conditions[note 1]
scoreboard <objectives|players|teams> 스코어보드 시스템의 기본적인 명령어. N/A
scoreboard objectives list 존재하는 모든

오브젝티브의 목록을 표시 이름과 criteria와 함께 표시해준다. || 하나 이상의 오브젝티브가 있어야 한다.

scoreboard objectives add <이름> <criteria> [표시 이름...] 새로운 오브젝티브를 내부적인 이름인 "이름"과 정의된 "criteria", 선택 사항인 "표시 이름"으로 만든다. 특정한 "표시 이름"이 없으면 기본적으로 "이름"으로 표시된다. 이 properties의 뜻을 알기 위해선 위 항목을 참조하라. All arguments are case-sensitive. '이름' 은 다른 오브젝티브와 겹치면 안되고, 16자 이하여야 한다. criteria는 유효한 criteria여야만 한다. 표시 이름은 32글자 이하여만 한다.
scoreboard objectives remove <이름> 스코어보드 시스템에 "이름"으로 등록되어 있는 것의 모든 것을 삭제한다. 데이터는 오브젝티브 목록, 플레이어 점수에서 삭제되고, 만약 표시중이었다면 더 이상 표시되지 않을것이다. 이름 은 존재하는 오브젝티브이여야만 한다.
scoreboard objectives setdisplay <슬롯'> [오브젝티브] 입력된 "슬롯"에 "오브젝티브"의 점수를 표시한다. 유효한 슬롯들은 "list"와 "sidebar", 그리고 "belowName"이다. "list" 는 점수를 플레이어 목록에(기본적으로 Tab으로 설정되어 있다) 오브젝티브의 이름을 제외하고 플레이어마다의 점수를 노란색으로 표시해준다. "sidebar" will display score information on the right side of the screen at all times, and will display the objective's display name at the top of the list. Even players who are not online, but have a score in this objective, will be displayed in "sidebar". "belowName" will display score below the nametag above the player (only visible in multiplayer). 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.
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. 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> Sets the player's score in objective to score, overwriting the previous score if it exists. Note that currently, a bug prevents setting scores of offline players [1]. 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.
scoreboard players add <playeror "team"> <objective> <count> Increments the player's score in objective by count. 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.
scoreboard players remove <player" or "team > <objective> <count> Decrements the player's score in objective by count.
scoreboard players reset <player or "team"> Deletes all scores for player. Note that this applies to all objectives, and does not merely set them to 0: it removes the player from the scoreboard altogether. Always succeeds, even on players who are not on the scoreboard.
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. 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...] Makes the specified players leave their teams. If no player is specified, the player running the command leaves their team. 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|friendlyfire|seeFriendlyInvisibles> <value> The base command for team-specific settings. N/A
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. 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. 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. team must exist, and the setting must be "true" or "false".
  1. A command's Success Conditions must be met in order for the game to consider the command "successful". This is used to determine a variety of things, such as the output of a Redstone Comparator feeding from Command Block with a command. Note that not all "successful" commands actually do something, and not all "failed" commands fail to do something useful.

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. Must be "dummy", "deathCount", "playerKillCount", "totalKillCount", or "health".
          •  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.
      •  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.
      •  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.
          •  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 the reset code, "§r", to prevent formatting from spilling over, but it may be blank if prefix is also blank.
          •  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.
        •  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.

History

r
1.513w04aAdded scoreboard.
13w05aAdded team based functionality to scoreboards.

Issues

“스코어보드”에 관련된 문제점은 이슈 트래커에서 관리된다. 그곳에서 문제점을 보고하면 된다.

Gallery

References

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