mojira.dev
MC-123362

SuccessCount of command blocks use the "result" return value of a command instead of "success"

The bug

In 1.12, when a command block runs a command, its SuccessCount will (typically) be dependent on the number of targets affected, otherwise a simple 1 for success and 0 for failure.

Now in 1.13, SuccessCount will be the "result" return value rather than a simple 1 or 0 of "success". I'm assuming that a separate return value based on the number of affected targets is not feasible, but result behaves much differently than the old SuccessCount equivalent.

This has some obscure consequences depending on the command being run, particularly when it comes to the "conditional" setting of a command block, which relies on the previous command's SuccessCount being 1+. Such conditional command blocks will fail to run if the command block behind them succeeded, but had a "result" return value of 0.

Reproduction

/scoreboard players set will provide a "result" value of playerCount * score. If score was 0, the return value for "result" will be 0. At the same time, the return value of "success" will be 1 since the command did succeed. But a conditional command block will fail due to the use of "result".

Some example commands to put into an unconditional command block that prevents a conditional command block from running, despite being successful:

At all times (standard score reset):

/scoreboard players set @a[scores={OBJ=1..}] OBJ 0

At all times:

/weather clear 0

Only if it's day 0:

/time query day

Only if it's Peaceful difficulty:

/difficulty

Only if the player is in the Overworld:

/execute as @p[distance=..3] store result score @s OBJ run data get entity @s Dimension

Linked issues

Comments 3

So if my understanding is correct, the issue is that conditional command blocks are still checking for the outdated SuccessCount value, now "result", rather than checking for the new success value. It sounds like just a simple oversight on the dev's part. I would assume this should be a pretty easy fix once it gets attention.

Is it possible to get something with a success of 0 but a result that isn't 0? I'm guessing this isn't possible but it would determine whether or not the success value is actually read by conditional command blocks, which it likely isn't(given the case of success=1,result=0 not triggering the conditional command block).

FV: these are run in a command block directly; cannot use @s for the root selector.

Skylinerw

boq

Confirmed

SuccessCount, command_block, conditional

Minecraft 17w50a, Minecraft 18w03b, Minecraft 1.13-pre1

Minecraft 1.13-pre3

Retrieved