What does the score in minecraft mean

Score is your levels of experience, and is primarily used in enchanting. The “score” when you die is just a measure of how much experience you lost when you died. When you die, it may not seem like much, but trust me, it’s hugely important when it comes to other aspects of the game.

Originating from Minecraft: Java Edition, the scoreboard function has made its way to Minecraft: Bedrock Edition as of the platforms 1.7.0 version, giving Bedrock players even more aspects of the game to tweak with commands.

Scoreboards can be incredibly useful in Minecraft worlds, especially with regards to multiplayer. Scoreboards can track myriad statistics such as the number of players online, number of kills, number of deaths, or other things such as a players experience level or the measurements that a certain team has accomplished.

At the moment, the capacity of scoreboards is somewhat limited in Minecraft: Bedrock Edition, though Mojang is undoubtedly working on future content updates to expand its capacity.

Minecraft Score – What is it, and Who Has the Most of it?

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

  • The root tag.
    • data: The scoreboard data.
      • Objectives: A list of compound tags representing objectives.
        • An objective.
          • CriteriaName: The criterion of this objective.
          • DisplayName: The display name of this objective in JSON. If none was specified during the objectives creation, this is set to {"text":"Value of Name"}.
          • Name: The internal name of this objective.
          • RenderType: The way the score is displayed. Can be “integer” or “hearts”, but 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 in JSON. If none was specified during the teams creation, this is set to {"text":"Value of Name"}.
          • Name: The internal name of this team.
          • MemberNamePrefix: The prefix prepended to names of players on this team. In JSON format.
          • MemberNameSuffix: The suffix appended to names of players on this team. In JSON format
          • 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_n: The internal name of the objective displayed (see below).
  • Display slots

    No. Type Name
    0 Player list list
    1 On the sidebar sidebar
    2 Below the players username belowName
    3 Team color sidebar.team.black
    4 sidebar.team.dark_blue
    5 sidebar.team.dark_green
    6 sidebar.team.dark_aqua
    7 sidebar.team.dark_red
    8 sidebar.team.dark_purple
    9 sidebar.team.gold
    10 sidebar.team.gray
    11 sidebar.team.dark_gray
    12 sidebar.team.blue
    13 sidebar.team.green
    14 sidebar.team.aqua
    15 sidebar.team.red
    16 sidebar.team.light_purple
    17 sidebar.team.yellow
    18 sidebar.team.white

    Objectives[]

    Objectives each have three main variables: A name, a criterion, and a display name. Objectives track a number of points for entities, and are stored and displayed as integers with a full score range of -2,147,483,648 to 2,147,483,647.

    An objectives name is used internally for referencing in commands, target arguments, and the file format. In Java Edition, the allowed character set for it includes all lowercase and uppercase letters, numbers, underscore, period, minus and plus. In Bedrock Edition, it can contain any character.

    An objectives display name is a raw JSON text and is displayed publicly in various situations. It does not have to be unique.

    An objectives criterion determines its behavior—primarily what to track. Lists of valid criteria are provided below.

    An entitys score in any objective can be changed via commands unless its read-only (see #Criteria). It can be increased by, decreased by, or set to a given amount with commands.

    A score holder is a players name or an entitys UUID that has scores in an objective. Player name doesn’t need to be a real one. Scores of non-player entities can be changed only by commands, and not by game system. Unlike players, when a non player entity dies, its scores are deleted.

    Commands can check entity scores by using target selector with the scores argument (syntaxed @e[scores={=..}]. This argument uses to specify the internal name of the tested-for objective.

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    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.

    FAQ

    How do you check your score in Minecraft without dying?

    Score increments automatically for a player when they kill another player. Score increments automatically for a player when they kill another player or a mob. Ranges from 0 to 20 on a normal player; represents the amount of half-hearts the player has.

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