The last part of the UHC Gift Basket stream picks up after Basket steps away at the end of Part 2, with the day counter running again. This hour turns up a way to put scores inside chat messages, gets the Soul Crusher shrink warning and border test working, moves everything into the real UHC Basket world, and starts building the routine that sets up a game. By the end the end-of-day message works, and the startup chain needs one more rework.
Strings and variables
Basket starts by tricking the time of day so the day count goes up, and finds the clock is "delayed by one." That turns out to help: "So now we have a way of getting a score." Back at the tellraw command from before, Basket swaps a score into a translated message, and the chat prints "Insert a 3 here." The reaction: "We can do strings and variables, everybody."
That replaces a whole section of the old box. A few chain blocks now say "End of day" with the day number, then "Players remaining" in red, then list everyone in survival mode. "I rebuilt that with just these couple blocks here. That's so cool."
Soul Crusher is coming
Next, the warning should say how far the border will shrink. Basket opens an old spreadsheet for the math. The border starts at 2,000 and should close to 50 by 50 when two players are left, so each shrink is 2,000 minus 50, split by the number of players. With the game told there are six players, the row for six gets the message "Soul Crusher is coming! (Shrinking 450 over 5 minutes)."
For the test, Basket sets the border to 2,000 and teleports out toward the edge, then falls out of the world more than once ("I didn't want all those blocks anyway"). No border shows up anywhere. "Oh, maybe the center's off." It was. With the center set to 0.5, 0.5, the wall finally appears. "Hello world border!"
Moving to the real world
The command blocks were built in a test world, and Basket has lost track of them: "I can't remember which direction is all the things I just built." After some flying, "I found my redstone!" Using MCEdit, the platforms get copied, exported as "UHC basket temp," and imported into the UHC Basket world. Basket clears some starting variables so the old redstone does not run, and sets the world to peaceful.
The startup routine
Now the commands that start a game get rebuilt. The first block checks whether the game is at its start, and returns "No objective was found by the name 'GameVariables'" until the variables exist. The chain after it turns off command output and logging, sets the time, and stops the daylight cycle. The day starts at 1,000, not 1: "I forgot about that." A button sets it off, and the blocks only run once they are unconditional, because "it's just a regular redstone pulse."
Then Basket carries over the rest, signs included: the clock, player count, deaths and health objectives, peaceful mode, and turning off fire tick. The chain is built upright so the signs fit on the side. Next come the teams, Team 0 to Team 7, with Team 0 the one players start on. Each team must be created before its color is set, and some blocks get swapped to fix the order.
The test does not finish. Going block by block, the chain stops where it turns back on itself. "I can't loop back and forth like this, I guess." It will have to be one long chain.
End of day
Last, the end-of-day marker should fire when the time of day is 1,000. At first the clock will not run. A missing time of day variable gets created, and the startup check keeps stopping time until Basket sets GameStart to 100. Then the time is set near the end of the day, the day count goes up, and 500 units later the chat shows "End of day 1. Players remaining:" in red.
Where it ends
"Okay cool, awesome." The startup chain still needs to be laid out without the zigzag, but Basket says "we're on track fairly well," and the stream ends there.