#(iTzdemonDj) rpg combat

105 messages · Page 1 of 1 (latest)

serene spoke
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on hit deal damage in area

sullen hemlockBOT
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serene spoke
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example

low storm
serene spoke
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I just don't know what the algorithm is to damage entities in a certain direction

serene spoke
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example:
Type: World
Event:
on player right click air:
- damage <player.location.forward[1]>
- run particles

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How do I damage entities in a certain direction?

serene spoke
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I've been looking for a script to do this, but I can't find it and I guess you guys should know.

low storm
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!c hurt

mystic boneBOT
# low storm !c hurt
Group

entity

Syntax

hurt (<#.#>) ({player}/<entity>|...) (cause:<cause>) (source:<entity>/<location>)

Short Description

Hurts the player or a list of entities.

Description

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.
...

low storm
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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.

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!c playeffect

mystic boneBOT
# low storm !c playeffect
Group

world

Syntax

playeffect [effect:<name>] [at:<location>|...] (data:<#.#>) (special_data:<data>) (visibility:<#.#>) (quantity:<#>) (offset:<#.#>,<#.#>,<#.#>) (targets:<player>|...) (velocity:<vector>)

Short Description

Plays a visible or audible effect at the location.

Description

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...

low storm
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!guide

mystic boneBOT
low storm
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!t <LocationTag.find_players_within[<#.#>]>

mystic boneBOT
vocal nebula
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!t living_entities

mystic boneBOT
# vocal nebula !t living_entities
Cannot Specify Searched Tag

Multiple possible tags: <AreaObject.living_entities>, <ChunkTag.living_entities>, <WorldTag.living_entities>, <LocationTag.find.living_entities.within[<#.#>]>.

vocal nebula
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!t find.living_entities

mystic boneBOT
serene spoke
vocal nebula
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with:*_sword maybe?

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!e entity damages

mystic boneBOT
vocal nebula
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!e entity damaged by entity

mystic boneBOT
# vocal nebula !e entity damaged by entity
Group

Entity

Event Lines

<entity> damaged by <entity> <entity> damaged (by <cause>) <entity> damages <entity>

Switches

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.

Triggers

when an entity is damaged.

Has Player

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.

Has NPC

when the damager or damaged entity is an NPC. Cannot be both.

Context

<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...

Determine

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.

Has Known Location

True - this adds switches in:<area> + location_flagged:<flag name>.

Examples

Examples too long to display... Check the website for more examples

serene spoke
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oh 😄
I give you 5 stars you are great

jolly knotBOT
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@serene spoke

serene spoke
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I'm trying to finish it when it's ready I close the thread so as not to open another thread

tawdry flume
jolly knotBOT
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Resolved

Thread closed as resolved.

serene spoke
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Multiple possible tags: <AreaObject.living_entities>, <ChunkTag.living_entities>, <WorldTag.living_entities>, <LocationTag.find.living_entities.within[<#.#>]>.

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how can i make this work with a specific entity, for example monster

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It does not work like this <player.cursor_on_solid.find.living_monster.within[3].random>

vocal nebula
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nah

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um... i thought find living entities accepted matchers

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!t find_entities

mystic boneBOT
vocal nebula
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here

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in this though it'll still count in "unalived" entities, so you should check <entitytag.is_alive>

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you can do find_entities[zombie] for example

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or, alternatively, you can keep the original find living entities and then check if the entities are monsters

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!t is_monster

mystic boneBOT
vocal nebula
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depends on use case

serene turtle
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could forloop each point and check for ent

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!c foreach

mystic boneBOT
# serene turtle !c foreach
Group

queue

Syntax

foreach [stop/next/<object>|...] (as:<name>) (key:<name>) [<commands>]

Short Description

Loops through a ListTag, running a set of commands for each item.

Description

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...

serene turtle
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if you want something similar to the image you posted

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you could foreach the points created for a circle

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and check for entities in each individual point

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and damage them

serene spoke
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Bill gates lo logre gracias

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bill gates thankyou

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I did it thanks

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It didn't work for me so I had placed it like this

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hurt <player.location.add[0,1,0].forward[2].find.living_entities[monster].within[10]> cause:custon source:<player>

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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>

jolly knotBOT
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Resolved

Thread closed as resolved.

serene spoke
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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>

jolly knotBOT
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Resolved

Thread closed as resolved.

serene spoke
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hi i need help

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in a question

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How do I make the forward a bit to the right or to the left?

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playeffect at:<player.location.add[0,1.7,0].forward[4]> effect:FLAME visibility:100 quantity:1 offset:0

serene turtle
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!t locationtag.right

mystic boneBOT
serene turtle
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!t locationtag.left

mystic boneBOT
serene spoke
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  • playeffect at:<player.location.add[0,1.7,0].forward.left[4]> effect:FLAME visibility:100 quantity:1 offset:0
serene turtle
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yeah

serene spoke
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so?

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ty

serene turtle
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what are tou trying to so

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a slash?

serene spoke
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playeffect at:<player.location.add[0,1.7,0].forward.left[1].forward[1]> effect:FLAME visibility:100 quantity:1 offset:0

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yes

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i'm trying to do the slash

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I really appreciate your help

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<LocationTag.forward_flat[(<#.#>)]>

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<LocationTag.forward_left[(<#.#>)]>

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i got confused by this

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it was a point

serene turtle
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left and right rely on the heads position

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oh wait

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wha

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!t forward_left

mystic boneBOT
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Possible Confusion

Did you mean to search for locationtag.forward_flat?

serene turtle
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thats not a thing

serene turtle
serene spoke
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yea a .

cosmic bobcatBOT