Detect when player attacks another playerHow to detect if a mob has been hit in minecraft with command...

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Detect when player attacks another player


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7















I would like to detect when a player attacks/hits/hurts another player or entity. I have tried to use the AttackTime tag, but it doesn't work. Here is what I have tried (on a 20HZ clock):



First command block:



scoreboard players set @a Attack 0 {AttackTime:0s}


Second command block:



scoreboard players set @a Attack 1 {AttackTime:1s}


Third command block:



tellraw @a[score_Attack_min=1] "Nice shot!"









share|improve this question



























    7















    I would like to detect when a player attacks/hits/hurts another player or entity. I have tried to use the AttackTime tag, but it doesn't work. Here is what I have tried (on a 20HZ clock):



    First command block:



    scoreboard players set @a Attack 0 {AttackTime:0s}


    Second command block:



    scoreboard players set @a Attack 1 {AttackTime:1s}


    Third command block:



    tellraw @a[score_Attack_min=1] "Nice shot!"









    share|improve this question

























      7












      7








      7


      1






      I would like to detect when a player attacks/hits/hurts another player or entity. I have tried to use the AttackTime tag, but it doesn't work. Here is what I have tried (on a 20HZ clock):



      First command block:



      scoreboard players set @a Attack 0 {AttackTime:0s}


      Second command block:



      scoreboard players set @a Attack 1 {AttackTime:1s}


      Third command block:



      tellraw @a[score_Attack_min=1] "Nice shot!"









      share|improve this question














      I would like to detect when a player attacks/hits/hurts another player or entity. I have tried to use the AttackTime tag, but it doesn't work. Here is what I have tried (on a 20HZ clock):



      First command block:



      scoreboard players set @a Attack 0 {AttackTime:0s}


      Second command block:



      scoreboard players set @a Attack 1 {AttackTime:1s}


      Third command block:



      tellraw @a[score_Attack_min=1] "Nice shot!"






      minecraft minecraft-commands






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Jul 6 '15 at 9:54









      Jacques MaraisJacques Marais

      1,486524




      1,486524






















          3 Answers
          3






          active

          oldest

          votes


















          10














          I figured out how to do this. I use the stat.damageDealt scoreboard objective. First I run the following command once:



          /scoreboard objectives add hit stat.damageDealt


          Then on the 20Hz clock I do the following:





          • First command block:



            /tellraw @a[score_hit_min=1] "Nice Hit!"




          • Second command block:



            /scoreboard players reset @a[score_hit_min=1] hit




          How this works is that points is added to the stat.damageDealt objective each time they hit/attack/hurt an entity or player. Then it runs the command on every player that has hurt another entity or player. When that command is done, the objective gets reset.



          How I found this is that on the statistics menu from the pause menu, there is a statistic called Damage Dealt.



          EDIT:



          In Minecraft 1.9, use the repeating command block instead of a 20Hz clock.






          share|improve this answer


























          • I've been working on a different solution, which is much more complicated. I feel stupid now.

            – MrLemon
            Jul 6 '15 at 11:41






          • 2





            @MrLemon Oh, well you can post it, maybe it will be helpful to some players.

            – Jacques Marais
            Jul 6 '15 at 11:42











          • @MrLemon That is if it is done.

            – Jacques Marais
            Jul 6 '15 at 11:42











          • I ended up using something I found out while fiddling around with my solution (which was just awful to be hones) to upgrade your solution.

            – MrLemon
            Jul 6 '15 at 12:12











          • I'm a little surprised that stat.damageDealt isn't further subdivided into the various mobs and players.

            – MBraedley
            Jul 6 '15 at 21:07



















          3














          This answer is based on @CommandFox's answer and my own (totally awful) idea for a solution. However, I found that combination of the two adds a possible limitation to hurting specific entities.



          First, create two scoreboard objectives: didDamage and hurtTime



          scoreboard objectives add didDamage stat.damageDealt
          scoreboard objectives add hurtTime dummy


          Then, create a fill clock and run the following commands:



          scoreboard players add @e hurtTime 1 
          scoreboard players set @e hurtTime 0 {HurtTime:0s}

          execute @e[score_hurtTime_min=1,score_hurtTime=1] ~ ~ ~ tellraw @a[score_didDamage=1] "Nice hit!"
          scoreboard player set @a didDamage 0


          So far, we have gained nothing by using the hurtTime objective. The main benefit of it is that it can be limited using its target selector. For example, using



          scoreboard players add @e[type=Zombie] hurtTime 1 
          scoreboard players set @e[type=Zombie] hurtTime 0 {HurtTime:0s}


          makes it so that the message only appears when you actually hit a zombie. Using multiples of this command block pair makes it possible to select multiple entities.






          share|improve this answer
























          • This solution is great for when you want to limit the mobs or players that the player may hit. Thank you.

            – Jacques Marais
            Jul 6 '15 at 12:20













          • @CommandFox I'm just glad I was able to salvage something useful from my attempt after all. For players, you could also use stat.damageTaken instead, but stat-objectives do not work for other entities.

            – MrLemon
            Jul 6 '15 at 12:26











          • Incidentally, I found out that after hitting a mob, it is invincible (glowing red) for exactly 10 ticks (1/2 sec).

            – MrLemon
            Jul 6 '15 at 12:27











          • Yes, thank you for your help. I have a use for this on one of my command block minigames.

            – Jacques Marais
            Jul 6 '15 at 12:27











          • Wow, I didn't even know that. Thanks :D

            – Jacques Marais
            Jul 6 '15 at 12:31



















          -1














          žN !> _*

          ~local_player¡(
          AgentIDæ úÿÿÿ Air, Armor
          Count Damage Name Count Damage Name Count Damage Name Count Damage Name

          AttackTime

          Attributes
          Base A Current ˜A Max A Name minecraft:health Base Current Max €D Name minecraft:luck Base Current Max €@ Name minecraft:player.exhaustion BaseÍÌÌ= CurrentÍÌÌ= Maxÿÿ Name minecraft:movement Base Current Max €A Name minecraft:absorption Base Current Max €? Name minecraft:knockback_resistance Base
          ×£< Current
          ×£< Maxÿÿ Name minecraft:underwater_movement Base €? Current €? Maxÿÿ Name minecraft:fall_damage Base €A Current €A Max E Name minecraft:follow_range Base €? Current €? Max €? Name minecraft:attack_damage Base A Current A Max A Name minecraft:player.hunger Base A Current ˜A Max A Name minecraft:player.saturation Base @@ Current @@ Max ®ÁF Name minecraft:player.level BaseÌNl> CurrentÌNl> Max €? Name minecraft:player.experience BedPositionX BedPositionY BedPositionZ Chested Color Color2
          CursorSelectedItem Count Damage Name DeathTime DimensionId EnchantmentSeedñ=j EnderChestInventory
          Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot
          Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot
          Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot FallDistance Fire HurtTime Inventory
          $ Count Damage Name minecraft:diamond_sword Slot Count Damage Name minecraft:arrow Slot Count Damage Name minecraft:bone Slot Count Damage] Name
          minecraft:bow Slot Count@ Damage Name minecraft:iron_block Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot
          Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot
          Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot! Count Damage Name Slot" Count Damage Name Slot# InventoryVersion 1.7.1 Invulnerable IsAngry IsAutonomous IsBaby IsGliding IsGlobal

          IsOrphaned

          IsPregnant

          IsSwimming IsTamed LeasherIDÿÿÿÿÿÿÿÿ LootDropped Mainhand
          Count Damage Name MapIndex MarkVariant NaturalSpawn Offhand
          Count Damage Name OnGround OwnerNewÿÿÿÿÿÿÿÿ
          Persistent PlayerGameMode PlayerLevel PlayerLevelProgressÌNl> PortalCooldown Pos ×¢—Br=µB [9Â R5DataRecoverComplete Rotation »B ¡ B Saddled SelectedContainerId SelectedInventorySlot Sheared

          ShowBottom Sitting

          SleepTimer Sleeping Sneaking SpawnForced SpawnX˜ SpawnYÿ SpawnZ Strength StrengthMax Surface TargetIDÿÿÿÿÿÿÿÿ
          TimeSinceRestÁs UniqueID ÿÿÿÿ Variant

          abilities
          attackmobs

          attackplayers build doorsandswitches flySpeedÍÌL= flying

          instabuild invulnerable lightning mayfly mine op opencontainers permissionsLevel playerPermissionsLevel teleport walkSpeedÍÌÌ= boundX boundY boundZ definitions +minecraft:player hasBoundOrigin

          identifier minecraft:player limitedLife






          share|improve this answer








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            3 Answers
            3






            active

            oldest

            votes








            3 Answers
            3






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            10














            I figured out how to do this. I use the stat.damageDealt scoreboard objective. First I run the following command once:



            /scoreboard objectives add hit stat.damageDealt


            Then on the 20Hz clock I do the following:





            • First command block:



              /tellraw @a[score_hit_min=1] "Nice Hit!"




            • Second command block:



              /scoreboard players reset @a[score_hit_min=1] hit




            How this works is that points is added to the stat.damageDealt objective each time they hit/attack/hurt an entity or player. Then it runs the command on every player that has hurt another entity or player. When that command is done, the objective gets reset.



            How I found this is that on the statistics menu from the pause menu, there is a statistic called Damage Dealt.



            EDIT:



            In Minecraft 1.9, use the repeating command block instead of a 20Hz clock.






            share|improve this answer


























            • I've been working on a different solution, which is much more complicated. I feel stupid now.

              – MrLemon
              Jul 6 '15 at 11:41






            • 2





              @MrLemon Oh, well you can post it, maybe it will be helpful to some players.

              – Jacques Marais
              Jul 6 '15 at 11:42











            • @MrLemon That is if it is done.

              – Jacques Marais
              Jul 6 '15 at 11:42











            • I ended up using something I found out while fiddling around with my solution (which was just awful to be hones) to upgrade your solution.

              – MrLemon
              Jul 6 '15 at 12:12











            • I'm a little surprised that stat.damageDealt isn't further subdivided into the various mobs and players.

              – MBraedley
              Jul 6 '15 at 21:07
















            10














            I figured out how to do this. I use the stat.damageDealt scoreboard objective. First I run the following command once:



            /scoreboard objectives add hit stat.damageDealt


            Then on the 20Hz clock I do the following:





            • First command block:



              /tellraw @a[score_hit_min=1] "Nice Hit!"




            • Second command block:



              /scoreboard players reset @a[score_hit_min=1] hit




            How this works is that points is added to the stat.damageDealt objective each time they hit/attack/hurt an entity or player. Then it runs the command on every player that has hurt another entity or player. When that command is done, the objective gets reset.



            How I found this is that on the statistics menu from the pause menu, there is a statistic called Damage Dealt.



            EDIT:



            In Minecraft 1.9, use the repeating command block instead of a 20Hz clock.






            share|improve this answer


























            • I've been working on a different solution, which is much more complicated. I feel stupid now.

              – MrLemon
              Jul 6 '15 at 11:41






            • 2





              @MrLemon Oh, well you can post it, maybe it will be helpful to some players.

              – Jacques Marais
              Jul 6 '15 at 11:42











            • @MrLemon That is if it is done.

              – Jacques Marais
              Jul 6 '15 at 11:42











            • I ended up using something I found out while fiddling around with my solution (which was just awful to be hones) to upgrade your solution.

              – MrLemon
              Jul 6 '15 at 12:12











            • I'm a little surprised that stat.damageDealt isn't further subdivided into the various mobs and players.

              – MBraedley
              Jul 6 '15 at 21:07














            10












            10








            10







            I figured out how to do this. I use the stat.damageDealt scoreboard objective. First I run the following command once:



            /scoreboard objectives add hit stat.damageDealt


            Then on the 20Hz clock I do the following:





            • First command block:



              /tellraw @a[score_hit_min=1] "Nice Hit!"




            • Second command block:



              /scoreboard players reset @a[score_hit_min=1] hit




            How this works is that points is added to the stat.damageDealt objective each time they hit/attack/hurt an entity or player. Then it runs the command on every player that has hurt another entity or player. When that command is done, the objective gets reset.



            How I found this is that on the statistics menu from the pause menu, there is a statistic called Damage Dealt.



            EDIT:



            In Minecraft 1.9, use the repeating command block instead of a 20Hz clock.






            share|improve this answer















            I figured out how to do this. I use the stat.damageDealt scoreboard objective. First I run the following command once:



            /scoreboard objectives add hit stat.damageDealt


            Then on the 20Hz clock I do the following:





            • First command block:



              /tellraw @a[score_hit_min=1] "Nice Hit!"




            • Second command block:



              /scoreboard players reset @a[score_hit_min=1] hit




            How this works is that points is added to the stat.damageDealt objective each time they hit/attack/hurt an entity or player. Then it runs the command on every player that has hurt another entity or player. When that command is done, the objective gets reset.



            How I found this is that on the statistics menu from the pause menu, there is a statistic called Damage Dealt.



            EDIT:



            In Minecraft 1.9, use the repeating command block instead of a 20Hz clock.







            share|improve this answer














            share|improve this answer



            share|improve this answer








            edited Jun 14 '16 at 13:39

























            answered Jul 6 '15 at 11:40









            Jacques MaraisJacques Marais

            1,486524




            1,486524













            • I've been working on a different solution, which is much more complicated. I feel stupid now.

              – MrLemon
              Jul 6 '15 at 11:41






            • 2





              @MrLemon Oh, well you can post it, maybe it will be helpful to some players.

              – Jacques Marais
              Jul 6 '15 at 11:42











            • @MrLemon That is if it is done.

              – Jacques Marais
              Jul 6 '15 at 11:42











            • I ended up using something I found out while fiddling around with my solution (which was just awful to be hones) to upgrade your solution.

              – MrLemon
              Jul 6 '15 at 12:12











            • I'm a little surprised that stat.damageDealt isn't further subdivided into the various mobs and players.

              – MBraedley
              Jul 6 '15 at 21:07



















            • I've been working on a different solution, which is much more complicated. I feel stupid now.

              – MrLemon
              Jul 6 '15 at 11:41






            • 2





              @MrLemon Oh, well you can post it, maybe it will be helpful to some players.

              – Jacques Marais
              Jul 6 '15 at 11:42











            • @MrLemon That is if it is done.

              – Jacques Marais
              Jul 6 '15 at 11:42











            • I ended up using something I found out while fiddling around with my solution (which was just awful to be hones) to upgrade your solution.

              – MrLemon
              Jul 6 '15 at 12:12











            • I'm a little surprised that stat.damageDealt isn't further subdivided into the various mobs and players.

              – MBraedley
              Jul 6 '15 at 21:07

















            I've been working on a different solution, which is much more complicated. I feel stupid now.

            – MrLemon
            Jul 6 '15 at 11:41





            I've been working on a different solution, which is much more complicated. I feel stupid now.

            – MrLemon
            Jul 6 '15 at 11:41




            2




            2





            @MrLemon Oh, well you can post it, maybe it will be helpful to some players.

            – Jacques Marais
            Jul 6 '15 at 11:42





            @MrLemon Oh, well you can post it, maybe it will be helpful to some players.

            – Jacques Marais
            Jul 6 '15 at 11:42













            @MrLemon That is if it is done.

            – Jacques Marais
            Jul 6 '15 at 11:42





            @MrLemon That is if it is done.

            – Jacques Marais
            Jul 6 '15 at 11:42













            I ended up using something I found out while fiddling around with my solution (which was just awful to be hones) to upgrade your solution.

            – MrLemon
            Jul 6 '15 at 12:12





            I ended up using something I found out while fiddling around with my solution (which was just awful to be hones) to upgrade your solution.

            – MrLemon
            Jul 6 '15 at 12:12













            I'm a little surprised that stat.damageDealt isn't further subdivided into the various mobs and players.

            – MBraedley
            Jul 6 '15 at 21:07





            I'm a little surprised that stat.damageDealt isn't further subdivided into the various mobs and players.

            – MBraedley
            Jul 6 '15 at 21:07













            3














            This answer is based on @CommandFox's answer and my own (totally awful) idea for a solution. However, I found that combination of the two adds a possible limitation to hurting specific entities.



            First, create two scoreboard objectives: didDamage and hurtTime



            scoreboard objectives add didDamage stat.damageDealt
            scoreboard objectives add hurtTime dummy


            Then, create a fill clock and run the following commands:



            scoreboard players add @e hurtTime 1 
            scoreboard players set @e hurtTime 0 {HurtTime:0s}

            execute @e[score_hurtTime_min=1,score_hurtTime=1] ~ ~ ~ tellraw @a[score_didDamage=1] "Nice hit!"
            scoreboard player set @a didDamage 0


            So far, we have gained nothing by using the hurtTime objective. The main benefit of it is that it can be limited using its target selector. For example, using



            scoreboard players add @e[type=Zombie] hurtTime 1 
            scoreboard players set @e[type=Zombie] hurtTime 0 {HurtTime:0s}


            makes it so that the message only appears when you actually hit a zombie. Using multiples of this command block pair makes it possible to select multiple entities.






            share|improve this answer
























            • This solution is great for when you want to limit the mobs or players that the player may hit. Thank you.

              – Jacques Marais
              Jul 6 '15 at 12:20













            • @CommandFox I'm just glad I was able to salvage something useful from my attempt after all. For players, you could also use stat.damageTaken instead, but stat-objectives do not work for other entities.

              – MrLemon
              Jul 6 '15 at 12:26











            • Incidentally, I found out that after hitting a mob, it is invincible (glowing red) for exactly 10 ticks (1/2 sec).

              – MrLemon
              Jul 6 '15 at 12:27











            • Yes, thank you for your help. I have a use for this on one of my command block minigames.

              – Jacques Marais
              Jul 6 '15 at 12:27











            • Wow, I didn't even know that. Thanks :D

              – Jacques Marais
              Jul 6 '15 at 12:31
















            3














            This answer is based on @CommandFox's answer and my own (totally awful) idea for a solution. However, I found that combination of the two adds a possible limitation to hurting specific entities.



            First, create two scoreboard objectives: didDamage and hurtTime



            scoreboard objectives add didDamage stat.damageDealt
            scoreboard objectives add hurtTime dummy


            Then, create a fill clock and run the following commands:



            scoreboard players add @e hurtTime 1 
            scoreboard players set @e hurtTime 0 {HurtTime:0s}

            execute @e[score_hurtTime_min=1,score_hurtTime=1] ~ ~ ~ tellraw @a[score_didDamage=1] "Nice hit!"
            scoreboard player set @a didDamage 0


            So far, we have gained nothing by using the hurtTime objective. The main benefit of it is that it can be limited using its target selector. For example, using



            scoreboard players add @e[type=Zombie] hurtTime 1 
            scoreboard players set @e[type=Zombie] hurtTime 0 {HurtTime:0s}


            makes it so that the message only appears when you actually hit a zombie. Using multiples of this command block pair makes it possible to select multiple entities.






            share|improve this answer
























            • This solution is great for when you want to limit the mobs or players that the player may hit. Thank you.

              – Jacques Marais
              Jul 6 '15 at 12:20













            • @CommandFox I'm just glad I was able to salvage something useful from my attempt after all. For players, you could also use stat.damageTaken instead, but stat-objectives do not work for other entities.

              – MrLemon
              Jul 6 '15 at 12:26











            • Incidentally, I found out that after hitting a mob, it is invincible (glowing red) for exactly 10 ticks (1/2 sec).

              – MrLemon
              Jul 6 '15 at 12:27











            • Yes, thank you for your help. I have a use for this on one of my command block minigames.

              – Jacques Marais
              Jul 6 '15 at 12:27











            • Wow, I didn't even know that. Thanks :D

              – Jacques Marais
              Jul 6 '15 at 12:31














            3












            3








            3







            This answer is based on @CommandFox's answer and my own (totally awful) idea for a solution. However, I found that combination of the two adds a possible limitation to hurting specific entities.



            First, create two scoreboard objectives: didDamage and hurtTime



            scoreboard objectives add didDamage stat.damageDealt
            scoreboard objectives add hurtTime dummy


            Then, create a fill clock and run the following commands:



            scoreboard players add @e hurtTime 1 
            scoreboard players set @e hurtTime 0 {HurtTime:0s}

            execute @e[score_hurtTime_min=1,score_hurtTime=1] ~ ~ ~ tellraw @a[score_didDamage=1] "Nice hit!"
            scoreboard player set @a didDamage 0


            So far, we have gained nothing by using the hurtTime objective. The main benefit of it is that it can be limited using its target selector. For example, using



            scoreboard players add @e[type=Zombie] hurtTime 1 
            scoreboard players set @e[type=Zombie] hurtTime 0 {HurtTime:0s}


            makes it so that the message only appears when you actually hit a zombie. Using multiples of this command block pair makes it possible to select multiple entities.






            share|improve this answer













            This answer is based on @CommandFox's answer and my own (totally awful) idea for a solution. However, I found that combination of the two adds a possible limitation to hurting specific entities.



            First, create two scoreboard objectives: didDamage and hurtTime



            scoreboard objectives add didDamage stat.damageDealt
            scoreboard objectives add hurtTime dummy


            Then, create a fill clock and run the following commands:



            scoreboard players add @e hurtTime 1 
            scoreboard players set @e hurtTime 0 {HurtTime:0s}

            execute @e[score_hurtTime_min=1,score_hurtTime=1] ~ ~ ~ tellraw @a[score_didDamage=1] "Nice hit!"
            scoreboard player set @a didDamage 0


            So far, we have gained nothing by using the hurtTime objective. The main benefit of it is that it can be limited using its target selector. For example, using



            scoreboard players add @e[type=Zombie] hurtTime 1 
            scoreboard players set @e[type=Zombie] hurtTime 0 {HurtTime:0s}


            makes it so that the message only appears when you actually hit a zombie. Using multiples of this command block pair makes it possible to select multiple entities.







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered Jul 6 '15 at 12:10









            MrLemonMrLemon

            15.2k33969




            15.2k33969













            • This solution is great for when you want to limit the mobs or players that the player may hit. Thank you.

              – Jacques Marais
              Jul 6 '15 at 12:20













            • @CommandFox I'm just glad I was able to salvage something useful from my attempt after all. For players, you could also use stat.damageTaken instead, but stat-objectives do not work for other entities.

              – MrLemon
              Jul 6 '15 at 12:26











            • Incidentally, I found out that after hitting a mob, it is invincible (glowing red) for exactly 10 ticks (1/2 sec).

              – MrLemon
              Jul 6 '15 at 12:27











            • Yes, thank you for your help. I have a use for this on one of my command block minigames.

              – Jacques Marais
              Jul 6 '15 at 12:27











            • Wow, I didn't even know that. Thanks :D

              – Jacques Marais
              Jul 6 '15 at 12:31



















            • This solution is great for when you want to limit the mobs or players that the player may hit. Thank you.

              – Jacques Marais
              Jul 6 '15 at 12:20













            • @CommandFox I'm just glad I was able to salvage something useful from my attempt after all. For players, you could also use stat.damageTaken instead, but stat-objectives do not work for other entities.

              – MrLemon
              Jul 6 '15 at 12:26











            • Incidentally, I found out that after hitting a mob, it is invincible (glowing red) for exactly 10 ticks (1/2 sec).

              – MrLemon
              Jul 6 '15 at 12:27











            • Yes, thank you for your help. I have a use for this on one of my command block minigames.

              – Jacques Marais
              Jul 6 '15 at 12:27











            • Wow, I didn't even know that. Thanks :D

              – Jacques Marais
              Jul 6 '15 at 12:31

















            This solution is great for when you want to limit the mobs or players that the player may hit. Thank you.

            – Jacques Marais
            Jul 6 '15 at 12:20







            This solution is great for when you want to limit the mobs or players that the player may hit. Thank you.

            – Jacques Marais
            Jul 6 '15 at 12:20















            @CommandFox I'm just glad I was able to salvage something useful from my attempt after all. For players, you could also use stat.damageTaken instead, but stat-objectives do not work for other entities.

            – MrLemon
            Jul 6 '15 at 12:26





            @CommandFox I'm just glad I was able to salvage something useful from my attempt after all. For players, you could also use stat.damageTaken instead, but stat-objectives do not work for other entities.

            – MrLemon
            Jul 6 '15 at 12:26













            Incidentally, I found out that after hitting a mob, it is invincible (glowing red) for exactly 10 ticks (1/2 sec).

            – MrLemon
            Jul 6 '15 at 12:27





            Incidentally, I found out that after hitting a mob, it is invincible (glowing red) for exactly 10 ticks (1/2 sec).

            – MrLemon
            Jul 6 '15 at 12:27













            Yes, thank you for your help. I have a use for this on one of my command block minigames.

            – Jacques Marais
            Jul 6 '15 at 12:27





            Yes, thank you for your help. I have a use for this on one of my command block minigames.

            – Jacques Marais
            Jul 6 '15 at 12:27













            Wow, I didn't even know that. Thanks :D

            – Jacques Marais
            Jul 6 '15 at 12:31





            Wow, I didn't even know that. Thanks :D

            – Jacques Marais
            Jul 6 '15 at 12:31











            -1














            žN !> _*

            ~local_player¡(
            AgentIDæ úÿÿÿ Air, Armor
            Count Damage Name Count Damage Name Count Damage Name Count Damage Name

            AttackTime

            Attributes
            Base A Current ˜A Max A Name minecraft:health Base Current Max €D Name minecraft:luck Base Current Max €@ Name minecraft:player.exhaustion BaseÍÌÌ= CurrentÍÌÌ= Maxÿÿ Name minecraft:movement Base Current Max €A Name minecraft:absorption Base Current Max €? Name minecraft:knockback_resistance Base
            ×£< Current
            ×£< Maxÿÿ Name minecraft:underwater_movement Base €? Current €? Maxÿÿ Name minecraft:fall_damage Base €A Current €A Max E Name minecraft:follow_range Base €? Current €? Max €? Name minecraft:attack_damage Base A Current A Max A Name minecraft:player.hunger Base A Current ˜A Max A Name minecraft:player.saturation Base @@ Current @@ Max ®ÁF Name minecraft:player.level BaseÌNl> CurrentÌNl> Max €? Name minecraft:player.experience BedPositionX BedPositionY BedPositionZ Chested Color Color2
            CursorSelectedItem Count Damage Name DeathTime DimensionId EnchantmentSeedñ=j EnderChestInventory
            Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot
            Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot
            Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot FallDistance Fire HurtTime Inventory
            $ Count Damage Name minecraft:diamond_sword Slot Count Damage Name minecraft:arrow Slot Count Damage Name minecraft:bone Slot Count Damage] Name
            minecraft:bow Slot Count@ Damage Name minecraft:iron_block Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot
            Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot
            Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot! Count Damage Name Slot" Count Damage Name Slot# InventoryVersion 1.7.1 Invulnerable IsAngry IsAutonomous IsBaby IsGliding IsGlobal

            IsOrphaned

            IsPregnant

            IsSwimming IsTamed LeasherIDÿÿÿÿÿÿÿÿ LootDropped Mainhand
            Count Damage Name MapIndex MarkVariant NaturalSpawn Offhand
            Count Damage Name OnGround OwnerNewÿÿÿÿÿÿÿÿ
            Persistent PlayerGameMode PlayerLevel PlayerLevelProgressÌNl> PortalCooldown Pos ×¢—Br=µB [9Â R5DataRecoverComplete Rotation »B ¡ B Saddled SelectedContainerId SelectedInventorySlot Sheared

            ShowBottom Sitting

            SleepTimer Sleeping Sneaking SpawnForced SpawnX˜ SpawnYÿ SpawnZ Strength StrengthMax Surface TargetIDÿÿÿÿÿÿÿÿ
            TimeSinceRestÁs UniqueID ÿÿÿÿ Variant

            abilities
            attackmobs

            attackplayers build doorsandswitches flySpeedÍÌL= flying

            instabuild invulnerable lightning mayfly mine op opencontainers permissionsLevel playerPermissionsLevel teleport walkSpeedÍÌÌ= boundX boundY boundZ definitions +minecraft:player hasBoundOrigin

            identifier minecraft:player limitedLife






            share|improve this answer








            New contributor




            user228063 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.

























              -1














              žN !> _*

              ~local_player¡(
              AgentIDæ úÿÿÿ Air, Armor
              Count Damage Name Count Damage Name Count Damage Name Count Damage Name

              AttackTime

              Attributes
              Base A Current ˜A Max A Name minecraft:health Base Current Max €D Name minecraft:luck Base Current Max €@ Name minecraft:player.exhaustion BaseÍÌÌ= CurrentÍÌÌ= Maxÿÿ Name minecraft:movement Base Current Max €A Name minecraft:absorption Base Current Max €? Name minecraft:knockback_resistance Base
              ×£< Current
              ×£< Maxÿÿ Name minecraft:underwater_movement Base €? Current €? Maxÿÿ Name minecraft:fall_damage Base €A Current €A Max E Name minecraft:follow_range Base €? Current €? Max €? Name minecraft:attack_damage Base A Current A Max A Name minecraft:player.hunger Base A Current ˜A Max A Name minecraft:player.saturation Base @@ Current @@ Max ®ÁF Name minecraft:player.level BaseÌNl> CurrentÌNl> Max €? Name minecraft:player.experience BedPositionX BedPositionY BedPositionZ Chested Color Color2
              CursorSelectedItem Count Damage Name DeathTime DimensionId EnchantmentSeedñ=j EnderChestInventory
              Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot
              Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot
              Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot FallDistance Fire HurtTime Inventory
              $ Count Damage Name minecraft:diamond_sword Slot Count Damage Name minecraft:arrow Slot Count Damage Name minecraft:bone Slot Count Damage] Name
              minecraft:bow Slot Count@ Damage Name minecraft:iron_block Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot
              Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot
              Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot! Count Damage Name Slot" Count Damage Name Slot# InventoryVersion 1.7.1 Invulnerable IsAngry IsAutonomous IsBaby IsGliding IsGlobal

              IsOrphaned

              IsPregnant

              IsSwimming IsTamed LeasherIDÿÿÿÿÿÿÿÿ LootDropped Mainhand
              Count Damage Name MapIndex MarkVariant NaturalSpawn Offhand
              Count Damage Name OnGround OwnerNewÿÿÿÿÿÿÿÿ
              Persistent PlayerGameMode PlayerLevel PlayerLevelProgressÌNl> PortalCooldown Pos ×¢—Br=µB [9Â R5DataRecoverComplete Rotation »B ¡ B Saddled SelectedContainerId SelectedInventorySlot Sheared

              ShowBottom Sitting

              SleepTimer Sleeping Sneaking SpawnForced SpawnX˜ SpawnYÿ SpawnZ Strength StrengthMax Surface TargetIDÿÿÿÿÿÿÿÿ
              TimeSinceRestÁs UniqueID ÿÿÿÿ Variant

              abilities
              attackmobs

              attackplayers build doorsandswitches flySpeedÍÌL= flying

              instabuild invulnerable lightning mayfly mine op opencontainers permissionsLevel playerPermissionsLevel teleport walkSpeedÍÌÌ= boundX boundY boundZ definitions +minecraft:player hasBoundOrigin

              identifier minecraft:player limitedLife






              share|improve this answer








              New contributor




              user228063 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.























                -1












                -1








                -1







                žN !> _*

                ~local_player¡(
                AgentIDæ úÿÿÿ Air, Armor
                Count Damage Name Count Damage Name Count Damage Name Count Damage Name

                AttackTime

                Attributes
                Base A Current ˜A Max A Name minecraft:health Base Current Max €D Name minecraft:luck Base Current Max €@ Name minecraft:player.exhaustion BaseÍÌÌ= CurrentÍÌÌ= Maxÿÿ Name minecraft:movement Base Current Max €A Name minecraft:absorption Base Current Max €? Name minecraft:knockback_resistance Base
                ×£< Current
                ×£< Maxÿÿ Name minecraft:underwater_movement Base €? Current €? Maxÿÿ Name minecraft:fall_damage Base €A Current €A Max E Name minecraft:follow_range Base €? Current €? Max €? Name minecraft:attack_damage Base A Current A Max A Name minecraft:player.hunger Base A Current ˜A Max A Name minecraft:player.saturation Base @@ Current @@ Max ®ÁF Name minecraft:player.level BaseÌNl> CurrentÌNl> Max €? Name minecraft:player.experience BedPositionX BedPositionY BedPositionZ Chested Color Color2
                CursorSelectedItem Count Damage Name DeathTime DimensionId EnchantmentSeedñ=j EnderChestInventory
                Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot
                Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot
                Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot FallDistance Fire HurtTime Inventory
                $ Count Damage Name minecraft:diamond_sword Slot Count Damage Name minecraft:arrow Slot Count Damage Name minecraft:bone Slot Count Damage] Name
                minecraft:bow Slot Count@ Damage Name minecraft:iron_block Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot
                Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot
                Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot! Count Damage Name Slot" Count Damage Name Slot# InventoryVersion 1.7.1 Invulnerable IsAngry IsAutonomous IsBaby IsGliding IsGlobal

                IsOrphaned

                IsPregnant

                IsSwimming IsTamed LeasherIDÿÿÿÿÿÿÿÿ LootDropped Mainhand
                Count Damage Name MapIndex MarkVariant NaturalSpawn Offhand
                Count Damage Name OnGround OwnerNewÿÿÿÿÿÿÿÿ
                Persistent PlayerGameMode PlayerLevel PlayerLevelProgressÌNl> PortalCooldown Pos ×¢—Br=µB [9Â R5DataRecoverComplete Rotation »B ¡ B Saddled SelectedContainerId SelectedInventorySlot Sheared

                ShowBottom Sitting

                SleepTimer Sleeping Sneaking SpawnForced SpawnX˜ SpawnYÿ SpawnZ Strength StrengthMax Surface TargetIDÿÿÿÿÿÿÿÿ
                TimeSinceRestÁs UniqueID ÿÿÿÿ Variant

                abilities
                attackmobs

                attackplayers build doorsandswitches flySpeedÍÌL= flying

                instabuild invulnerable lightning mayfly mine op opencontainers permissionsLevel playerPermissionsLevel teleport walkSpeedÍÌÌ= boundX boundY boundZ definitions +minecraft:player hasBoundOrigin

                identifier minecraft:player limitedLife






                share|improve this answer








                New contributor




                user228063 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                Check out our Code of Conduct.










                žN !> _*

                ~local_player¡(
                AgentIDæ úÿÿÿ Air, Armor
                Count Damage Name Count Damage Name Count Damage Name Count Damage Name

                AttackTime

                Attributes
                Base A Current ˜A Max A Name minecraft:health Base Current Max €D Name minecraft:luck Base Current Max €@ Name minecraft:player.exhaustion BaseÍÌÌ= CurrentÍÌÌ= Maxÿÿ Name minecraft:movement Base Current Max €A Name minecraft:absorption Base Current Max €? Name minecraft:knockback_resistance Base
                ×£< Current
                ×£< Maxÿÿ Name minecraft:underwater_movement Base €? Current €? Maxÿÿ Name minecraft:fall_damage Base €A Current €A Max E Name minecraft:follow_range Base €? Current €? Max €? Name minecraft:attack_damage Base A Current A Max A Name minecraft:player.hunger Base A Current ˜A Max A Name minecraft:player.saturation Base @@ Current @@ Max ®ÁF Name minecraft:player.level BaseÌNl> CurrentÌNl> Max €? Name minecraft:player.experience BedPositionX BedPositionY BedPositionZ Chested Color Color2
                CursorSelectedItem Count Damage Name DeathTime DimensionId EnchantmentSeedñ=j EnderChestInventory
                Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot
                Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot
                Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot FallDistance Fire HurtTime Inventory
                $ Count Damage Name minecraft:diamond_sword Slot Count Damage Name minecraft:arrow Slot Count Damage Name minecraft:bone Slot Count Damage] Name
                minecraft:bow Slot Count@ Damage Name minecraft:iron_block Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot
                Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot
                Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot Count Damage Name Slot! Count Damage Name Slot" Count Damage Name Slot# InventoryVersion 1.7.1 Invulnerable IsAngry IsAutonomous IsBaby IsGliding IsGlobal

                IsOrphaned

                IsPregnant

                IsSwimming IsTamed LeasherIDÿÿÿÿÿÿÿÿ LootDropped Mainhand
                Count Damage Name MapIndex MarkVariant NaturalSpawn Offhand
                Count Damage Name OnGround OwnerNewÿÿÿÿÿÿÿÿ
                Persistent PlayerGameMode PlayerLevel PlayerLevelProgressÌNl> PortalCooldown Pos ×¢—Br=µB [9Â R5DataRecoverComplete Rotation »B ¡ B Saddled SelectedContainerId SelectedInventorySlot Sheared

                ShowBottom Sitting

                SleepTimer Sleeping Sneaking SpawnForced SpawnX˜ SpawnYÿ SpawnZ Strength StrengthMax Surface TargetIDÿÿÿÿÿÿÿÿ
                TimeSinceRestÁs UniqueID ÿÿÿÿ Variant

                abilities
                attackmobs

                attackplayers build doorsandswitches flySpeedÍÌL= flying

                instabuild invulnerable lightning mayfly mine op opencontainers permissionsLevel playerPermissionsLevel teleport walkSpeedÍÌÌ= boundX boundY boundZ definitions +minecraft:player hasBoundOrigin

                identifier minecraft:player limitedLife







                share|improve this answer








                New contributor




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                share|improve this answer



                share|improve this answer






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                answered 11 mins ago









                user228063user228063

                1




                1




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