#Two options for capping a certain mob's health

12 messages · Page 1 of 1 (latest)

mystic compassBOT
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Once your ticket has been resolved, please close it with </ticket close:1054771505520717835> command!

solemn galeBOT
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The XY problem is when you really want to do X, and you think that Y can achieve X. However, you can't get Y to work, and so ask for help exclusively about Y.

This can lead to a lot of confusion from the people trying to help you, as Y can seem like a very random thing to want to do, and a lot of the time isn't the best way to achieve X anyway.

Its fine to ask about Y, just always include some context about X so you can be put on the right track if Y won't do X well, or there is an easier way to do X.

brisk tundra
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how did you make a zombie that has that many health

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and:
a. yes, but mostly on the event itself
b. depends on the question above

brisk tundra
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EntityEvents.spawned('minecraft:zombie', e => {
    e.entity.maxHealth = 19
})
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or

const capHealth = {
    'minecraft:zombie': 19
}
Object.keys(capHealth).forEach(key => EntityEvents.spawned(key, e => e.entity.maxHealth = capHealth[key]))
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the second one is more suitable for multiple entities

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idk, it shouldnt do anything on render thread

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my scirpt is faster than the original one

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it uses a event that fires on entity spawn, with extra argument

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this should work better:

const capHealth = {
    'minecraft:zombie': 19
}
Object.keys(capHealth).forEach(key => 
    EntityEvents.spawned(key, e => {
        const data = capHealth[key];
        const {entity} = e;
        if(entity.maxHealth > data) entity.maxHealth = data;
    })
)

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it's already fast enough