#(iTzdemonDj) rpg combat
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<@&525394568410038282>
Is that a question?
I just don't know what the algorithm is to damage entities in a certain direction
yes
example:
Type: World
Event:
on player right click air:
- damage <player.location.forward[1]>
- run particles
How do I damage entities in a certain direction?
I've been looking for a script to do this, but I can't find it and I guess you guys should know.
!c hurt
entity
hurt (<#.#>) ({player}/<entity>|...) (cause:<cause>) (source:<entity>/<location>)
Hurts the player or a list of entities.
Does damage to a list of entities, or to any single entity.
If no entities are specified: if there is a linked player, the command targets that. If there is no linked
player but there is a linked NPC, the command targets the NPC. If neither is available, the command will error.
Does a specified amount of damage usually, but, if no damage is specified, does precisely 1HP worth of damage (half a heart).
Optionally, specify (source:<entity>) to make the system treat that entity as the attacker.
...
What you are asking for is a bit vague. How far in front of you do you want the damage to go? I think you may need to read through the beginners guide.
!c playeffect
world
playeffect [effect:<name>] [at:<location>|...] (data:<#.#>) (special_data:<data>) (visibility:<#.#>) (quantity:<#>) (offset:<#.#>,<#.#>,<#.#>) (targets:<player>|...) (velocity:<vector>)
Plays a visible or audible effect at the location.
Allows the playing of particle effects anywhere without the need of the source it comes from originally.
The particles you may use, can come from sources such as a potion effect or a portal/Enderman with their particles respectively.
Some particles have different data which may include different behavior depending on the data. Default data is 0
Specifying a visibility value changes the sight radius of the effect. For example if visibility is 15; Targeted players won't see it unless they are 15 b...
!guide
View the Denizen Beginner's Guide at https://guide.denizenscript.com/
!t <LocationTag.find_players_within[<#.#>]>
Returns a list of players within a radius.
Result list is sorted by closeness (1 = closest, 2 = next closest, ... last = farthest).
finding
ListTag(PlayerTag)
!t living_entities
!t find.living_entities
Returns a list of living entities within a radius.
This includes Players, mobs, NPCs, etc., but excludes dropped items, experience orbs, etc.
Result list is sorted by closeness (1 = closest, 2 = next closest, ... last = farthest).
finding
ListTag(EntityTag)
this is very useful to me thank you
also, i think using player damages entity would be a better event to use
with:*_sword maybe?
!e entity damages
!e entity damaged by entity
Entity
<entity> damaged by <entity> <entity> damaged (by <cause>) <entity> damages <entity>
with:<item> to only process the event when the item used to cause damage (in the damager's hand) is a specified item.
type:<entity> to only run if the entity damaged matches the entity input.
block:<block-matcher> to only run if the damage came from a block that matches the given material or location matcher.
when an entity is damaged.
when the damager or damaged entity is a player. Cannot be both. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
when the damager or damaged entity is an NPC. Cannot be both.
<context.entity> returns the EntityTag that was damaged.
<context.damager> returns the EntityTag damaging the other entity, if any.
<context.damager_block> returns the LocationTag of a block that damaged the entity, if any.
<context.cause> returns an ElementTag of reason the entity was damaged - see !language damage cause for causes.
<context.damage> returns an ElementTag(Decimal) of the amount of damage dealt.
<context.final_damage> returns an ElementTag(Decimal) of the amount of damage dealt, after armor is calculated.
<context.projectile> returns a EntityTag of the projectile, if one caused the event.
<context.damage_type_map> returns a MapTag the damage dealt by a specific damage type with keys: B...
<context.was_critical> returns 'true' if the damage was a critical hit. (Warning: this value is ca...
ElementTag(Decimal) to set the amount of damage the entity receives.
"CLEAR_MODIFIERS" to zero out all damage modifiers other than "BASE", effectively making damage == final_damage.
True - this adds switches in:<area> + location_flagged:<flag name>.
Examples too long to display... Check the website for more examples
oh 😄
I give you 5 stars you are great
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@serene spoke
I'm trying to finish it when it's ready I close the thread so as not to open another thread
Sure, that's fine - but you don't need to create new threads if it's the same question either way, you can always reopen existing ones
Thread closed as resolved.
Multiple possible tags: <AreaObject.living_entities>, <ChunkTag.living_entities>, <WorldTag.living_entities>, <LocationTag.find.living_entities.within[<#.#>]>.
how can i make this work with a specific entity, for example monster
It does not work like this <player.cursor_on_solid.find.living_monster.within[3].random>
Returns a list of entities within a radius, with an optional search parameter for the entity type.
Result list is sorted by closeness (1 = closest, 2 = next closest, ... last = farthest).
finding
ListTag(EntityTag)
here
in this though it'll still count in "unalived" entities, so you should check <entitytag.is_alive>
you can do find_entities[zombie] for example
or, alternatively, you can keep the original find living entities and then check if the entities are monsters
!t is_monster
Returns whether the entity type is a hostile monster.
data
ElementTag(Boolean)
depends on use case
queue
foreach [stop/next/<object>|...] (as:<name>) (key:<name>) [<commands>]
Loops through a ListTag, running a set of commands for each item.
Loops through a ListTag of any type. For each item in the ListTag, the specified commands will be ran for that list entry.
Alternately, specify a map tag to loop over the set of key/value pairs in the map, where the key will be <[key]> and the value will be <[value]>.
Specify "key:<name>" to set the key definition name (if unset, will be "key").
Specify "as:<name>" to set the value definition name (if unset, will be "value").
Use "as:__player" to change the queue's player link, or "as:__npc" t...
if you want something similar to the image you posted
you could foreach the points created for a circle
and check for entities in each individual point
and damage them
Bill gates lo logre gracias
bill gates thankyou
I did it thanks
It didn't work for me so I had placed it like this
hurt <player.location.add[0,1,0].forward[2].find.living_entities[monster].within[10]> cause:custon source:<player>
but that's how it works hurt <player.location.add[0,1,0].forward[2].find.living_entities[is_monster].within[10]> cause:custon source:<player>
Thread closed as resolved.
damage_rpg:
type: world
debug: false
events:
on player left clicks block:
- playeffect at:<player.location.add[0,1.7,0].forward[2]> effect:FLAME visibility:100 quantity:1 offset:0
- hurt <player.location.add[0,1.7,0].forward[2].find.living_entities[is_monster].within[0.1]> cause:custon source:<player>
Thread closed as resolved.
hi i need help
in a question
How do I make the forward a bit to the right or to the left?
playeffect at:<player.location.add[0,1.7,0].forward[4]> effect:FLAME visibility:100 quantity:1 offset:0
!t locationtag.right
Returns the location to the right of this location based on pitch and yaw. Optionally specify a number of blocks to go right.
This is equivalent to !tag LocationTag.forward with a -90 degree rotation to the yaw and the pitch set to 0.
math
LocationTag
!t locationtag.left
Returns the location to the left of this location based on pitch and yaw. Optionally specify a number of blocks to go left.
This is equivalent to !tag LocationTag.forward with a +90 degree rotation to the yaw and the pitch set to 0.
math
LocationTag
- playeffect at:<player.location.add[0,1.7,0].forward.left[4]> effect:FLAME visibility:100 quantity:1 offset:0
yeah
playeffect at:<player.location.add[0,1.7,0].forward.left[1].forward[1]> effect:FLAME visibility:100 quantity:1 offset:0
yes
i'm trying to do the slash
I really appreciate your help
<LocationTag.forward_flat[(<#.#>)]>
<LocationTag.forward_left[(<#.#>)]>
i got confused by this
it was a point
Did you mean to search for locationtag.forward_flat?
thats not a thing
a point?
yea a .