This has been an idea that's been floating around in my mind. When trying to apply fire damage to players or mobs through commands, you have to use an obtuse method of spawning fire arrows above the target(s) you're trying to burn. This has a chance of the arrow just missing or hitting someone/something else, like a block above the person or someone that wasn't a target. You also cannot modify the direct NBT data of players, so you can't force anyone to be set on fire for a certain amount of time.
It would look something like this:
execute at @a[distance=0.1..8] run summon arrow ~ ~3 ~ {Fire:100,Motion:[0.0,-4.0,0.0],damage:0.8d,crit:0b}
/effect give @s burn [TIME] [SPEED OF DMG]
There could be a lot of flexibility and freedom with applying more types of damages in PvP games or adventure maps, but the current requirements to pull it off seem unintuitive.
Please sign in to leave a comment.
0 Comments