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Damage Command

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  • 4
    Registered User commented
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    Alternatively, we can summon arrows in front of entities with a custom damage. That will leave an arrow in the player model, but we can edit that out too with resource packs.

    /execute at <target> rotated ~ 0 run summon arrow ^ ^2.3 ^0.1 {damage:1.0d,Motion:[0.0,-1.0,0.0]}

    That doesn't change the fact we're limited in the ways we can damage entities, though. A proper way to deal specific amounts of damage would be great.

  • 3
    Registered User commented
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    I agree, but there should also be an NBT tag for any entity that is called "DeathMessageText" when a player is killed, it would use this as a death message name instead of "Zombie" or "BlueFalconHD's wolf".

    Example:

    /summon zombie{DeathMessageText:["",{"text":"[","color":"gold"},{"text":"LEVEL","bold":true,"underlined":true,"color":"green"},{"text":" ","bold":true,"color":"green"},{"text":"1","bold":true,"underlined":true,"color":"green"},{"text":"] ","color":"gold"},{"text":"- ","color":"dark_purple"},{"text":"Zombie","color":"aqua"}]}

    Would result in this message:

     

  • 4
    Registered User commented
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    I don't understand why they don't do it ... It's realy simple. And they should modify the way that we can't affect PlayersDATA so we could heal or damage a certain amount of HP.

  • 9
    Registered User commented
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    As a complement to this syntax for /health command, I propose the following syntax which hopefully makes sense

    /damage <targetEntity> <damageType>... (following sub-commands are mutually exclusive)
    ...value <value>... (Following sub-commands are optional and are NOT mutually exclusive)
    ...source <sourceEntity>
    ...message <JsonMessage>
    ...from <scoreEntity> <scoreObjective>... (Following sub-commands are optional and are NOT mutually exclusive)
    ...source <sourceEntity>
    ...message <JsonMessage>

    Explanation

    • damageType takes a value from a predefined list and takes armor and enchants into consideration for calculation accordingly and also produces appropriate death message, possible values can be: physical, projectile, fire, explosion, magic, fall damage
    • if source is provided, then the game should behave as if that entity had dealt the damage. example: It should update scoreboard values like damage dealt and kills (if the target dies) accordingly. It should also use this to produce an appropriate death message
    • If message is provided, the json message provided will be the death message instead, if the json message is left blank (or is an empty json structure, whichever is easy to implement), no death message is produced
  • 1
    Registered User commented
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    honestly, this should have been in the base game since the introduction of commands.

  • 1
    Registered User commented
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    This would really help, this way we don't have to use some extremely complicated and ineffective method to cause damage to a player, also potions go through Armor so potions wouldn't work very well.

  • 1
    Registered User commented
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    I would also include the possibility to choose whether armor and toughness should be took into consideration

  • 1
    Registered User commented
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    Support this comment https://feedback.minecraft.net/hc/en-us/community/posts/360042645571/comments/4403878700429 
    BUT
    Entity Target = who execute command
    So we can execute it as other entity, and by dealing 0 damage to mob we can trigger this mob aggression towards enity, which execute command :)
    So this cover /aggro command suggestion too)
    (https://feedback.minecraft.net/hc/en-us/community/posts/360060660591-New-command-aggro-aggravates-a-hostile-mob-towards-another-mob-or-player )


  • 1
    Registered User commented
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    In the damage command should also offer an option instead of the gamerukes too turn off dmg from all or ONLY invidual players on order to stop people getting some kinds of dmg cause what they are doing in a datapack while still dealing dmg to others

  • 0
    Registered User commented
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    You can already do this by using the

    /attribute @s minecraft:generic.max_health base set <number of half-hearts>

    Then updating the actual health of the player using instant health, and then using again the attribute command to set the max health back to 20 (or whatever value it had before)

  • 0
    Registered User commented
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    I like this idea, but there should also be the type of damage it gives out. (Poison, wither, magic, generic, thorns)

  • 0
    Registered User commented
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    they have this on bedrock

  • 1
    Registered User commented
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    They have finally added it!