Basically what's written on the tin - a command that makes dealing damage to entities easier. I even thought up the syntax for it to flesh it out:
/damage <targets> <damage_amount> <damage_type> <source> <knockback_amount>
<targets> - Pretty simple; what gets hit by the damage.
<damage_amount> - The amount of damage the entity will take. In addition, negative values can also be used and will instead heal the targeted entities.
<damage_type> - This one would have three options to determine what type of damage you would like to apply
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physical - Damage dealt is affected by armor, enchant and status effects (like arrows, melee hits, etc.)
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magic - Damage dealt bypasses armor, but is still affected by enchants and status effects (similar to instant damage, wither status, etc.); could potentially be broken up to variants to fit with protection enchants, such as blast or projectile
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pure - Damage ignores all damage reduction (similar to Void damage, would be the default setting)
<source> - Allows you to define a source for what is dealing the damage, and would update player kill counts (in statistics) or totalKillCount scoreboards; it would also determine the "source" for applying knockback to affected mobs (can also be written via coordinates or tilde notation)
<knockback_amount> - applies knockback to targeted entities originating from the given source (would scale similar to the attackKnockback NBT on mobs); would also be able to apply on 0-damage attacks to allow for knockback application
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