The new Command Block is very unique in many ways. This'll finally give those Adventure Map makers some good commands to work with to make their Maps even better for people. Now, let's say you have a castle full of Villagers, and zombies are there to kill them. What if you wanted to have Skeletons battle Iron Golems? Enderman vs. Villagers? Creepers? Pigman?
The possibilities are endless. Which is why I'm introducing you to my suggestion: We add some new commands to the command block:
-/spawnmob (Mob) (Number)
:You can spawn mobs, Self-Explanatory. You can only spawn 20 mobs max. You can only spawn one type. (This can be easily fixable by adding in another Command Block). This will not take the role of the Spawner, as for this one, you have a controlled amount. Spawners are unlimited.
-/mobaggression (Mob) vs. (Mob) (Radius)
:This one is quite complicated. This will make sure that Skeletons will attack Villagers. Enderman attack Iron Golems, whatever. You can add in multiple Mobs instead of one like: /mob aggression Skeleton Creeper vs. Villager 75. This way, you can have more then one mob attack Villagers, or what mob you want them to attack. The Radius makes sure they will attack the villagers in a certain proximity. I'm sure you don't want the whole world of zombies to come find anyone. Perhaps like if you put 75 as the Radius, Mobs in a 75 Radius will be affected by this. Passive Mobs will never attack, so it will not work, but them being attacked will work. If you put nothing in the radius, it'll be like 0, so it wont work unless you add in a radius. It can be 1 to 75500 (Although I'm sure you wont do that).
-/mobsunlight (Radius) [Currently Debatable]
-This one allows only monsters of the night to not burn to death in sunlight. This works especially well with the Aggression Command, because this will have control of how you want it. If you didn't have this command, you will have to make sure you're working in a forest, or make a Command Block make it night.
This one's a long one. This will give armor to any mob depending on what you put down. If you put down "Random" in Mob, this'll give armor to the nearest mob that can put on armor. Armor Type is like, is it a helmet, or a chest plate. Tier is basically the type, like Leather, Gold, whatever. Limit keeps how much armor you give to a specific amount, like if you want only 10 mobs to take the armor when it comes in, it'll give 10 and only 10 mobs the armor, well ones that can put it on. I already told you about Radius, I don't need to tell you about it again... Oh, and if more mobs spawn than the limit all at once, it'll give it to random mobs.
This one is also a bit complicated. This will give potion effects to Mobs so that they are more harder to fight. You can type in whatever Potion effect you want to give the mob to in the Potion Effect Part. The Limit is quite simple, it will give potion effect to its limit to the mob. The mob is whatever mob you type in. The tier basically is I or II. The Radius has already been explained. This will allow better "but not much" boss fights for you adventure map makers.
-/mobweapon (Sword Or Bow) (Mob) (Radius) (Limit)
A very specific command. I'm not sure if this is true, but you can give weapons to Zombies and Skeletons, and they will equip it. You can decide if you want the Skeleton or Zombie to hold a sword or bow, if it's either a skeleton or zombie, and the radius. Also, you can put down the limit depending on how many mobs you want.
/mobstay (Mob) (Radius)
Mobs will stay in a certain radius. Define what kind of Mob and the radius.
/mobattack (Mob) vs (Mob) (Radius)
This will have both Mobs try to attack each other. Both Mobs must be able to do some damage, and they cannot be a passive mob. Any mobs that are neutral but can attack and deal damage will turn hostile toward the Mob you have put in. Radius is self-explanatory.
/mobrepel (Mob) (Radius)
This will turn out mobs from the area. Very handy if you don't want any mobs in a certain area.
/mobdenyspawn (Radius)
Basically a bigger version of mob repel. It will not have any mobs spawn in the Radius you set. This will also terminate any mob that walks into the radius.
i get what your saying about the spawn mob command, the instant i clicked on this thread i thought to myself:
I could make an adventure map where you could have huge arena style fights, with a limited amount of time to kill all the mobs before the next set starts...
Also, you should also make it so you can choose the co-ords (or playername *evil laugh*) where the mobs will spawn, would be really useful rather then having them explode out of the command block.
Sorry to say this, but the Dispenser already fills most of the roles. Fitting Mob Eggs in the Dispenser will allow it to spawn the mobs inside. Different slots have different chances of firing, so there is room for gambling. For example, there is a boss room with Zombie dispensers. By putting Chicken spawn eggs in the bottom left slot, you can create instant hilarity.
Additionally, setting the mob aggression and outfitting them can be overpowered in some instances. An abusive admin could use a command block to spawn diamond-clad zombies in the center of a town. When aggression is set to players, they will chase them forever, from my understanding.
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Sorry to say this, but the Dispenser already fills most of the roles. Fitting Mob Eggs in the Dispenser will allow it to spawn the mobs inside. Different slots have different chances of firing, so there is room for gambling. For example, there is a boss room with Zombie dispensers. By putting Chicken spawn eggs in the bottom left slot, you can create instant hilarity.
Additionally, setting the mob aggression and outfitting them can be overpowered in some instances. An abusive admin could use a command block to spawn diamond-clad zombies in the center of a town. When aggression is set to players, they will chase them forever, from my understanding.
Of course the Spawn Eggs are there for a reason, but it is solely for Adventure Map Makers. You wouldn't want a dispenser out of nowhere shooting zombies out of it when you're in Adventure don't you? Of course not! Surely you can hide it, but this takes a lot less time. Dispensers actually are controlled about where they are placed.
I'm not sure of the odds of an Admin, a person who can be highly trusted and helpful, do that kind of thing. Now I wouldn't quite say it would be overpowered. After all, you could just use a bow and arrow to take anything out, even if full Diamond Armor, Over-world Mobs that can wear armor aren't really that powerful when you face one to three, especially zombies. Besides, only for adventure map makers...
Now about Mob Aggression, you don't have to use it. Over-world Hostile Mobs are already hostile toward the Player, no matter what. if any admin uses this, they surely will be jailed and be lowered back to a member. I'll add in a new command if it makes it any better.
Hope you understand.
Has there been anything new with this? I think the /mobspawndeny command would be awesome. I want to make an adventure map where large areas are inhabbited by specific mobs. Dispensers are great for small or medium sized areas, but I'm thinking a whole jungle biome swarming with nothing but skeletons, or a creeper infested mountain range.
The possibilities are endless. Which is why I'm introducing you to my suggestion: We add some new commands to the command block:
-/spawnmob (Mob) (Number)
:You can spawn mobs, Self-Explanatory. You can only spawn 20 mobs max. You can only spawn one type. (This can be easily fixable by adding in another Command Block). This will not take the role of the Spawner, as for this one, you have a controlled amount. Spawners are unlimited.
-/mobaggression (Mob) vs. (Mob) (Radius)
:This one is quite complicated. This will make sure that Skeletons will attack Villagers. Enderman attack Iron Golems, whatever. You can add in multiple Mobs instead of one like: /mob aggression Skeleton Creeper vs. Villager 75. This way, you can have more then one mob attack Villagers, or what mob you want them to attack. The Radius makes sure they will attack the villagers in a certain proximity. I'm sure you don't want the whole world of zombies to come find anyone. Perhaps like if you put 75 as the Radius, Mobs in a 75 Radius will be affected by this. Passive Mobs will never attack, so it will not work, but them being attacked will work. If you put nothing in the radius, it'll be like 0, so it wont work unless you add in a radius. It can be 1 to 75500 (Although I'm sure you wont do that).
-/mobsunlight (Radius) [Currently Debatable]
-This one allows only monsters of the night to not burn to death in sunlight. This works especially well with the Aggression Command, because this will have control of how you want it. If you didn't have this command, you will have to make sure you're working in a forest, or make a Command Block make it night.
-/mobarmor (Mob) (Armor Type) (Tier) (Limit) (Radius)
This one's a long one. This will give armor to any mob depending on what you put down. If you put down "Random" in Mob, this'll give armor to the nearest mob that can put on armor. Armor Type is like, is it a helmet, or a chest plate. Tier is basically the type, like Leather, Gold, whatever. Limit keeps how much armor you give to a specific amount, like if you want only 10 mobs to take the armor when it comes in, it'll give 10 and only 10 mobs the armor, well ones that can put it on. I already told you about Radius, I don't need to tell you about it again... Oh, and if more mobs spawn than the limit all at once, it'll give it to random mobs.
-/mobpower (Potion Effect) (Limit) (Mob) (Tier) (Radius)
This one is also a bit complicated. This will give potion effects to Mobs so that they are more harder to fight. You can type in whatever Potion effect you want to give the mob to in the Potion Effect Part. The Limit is quite simple, it will give potion effect to its limit to the mob. The mob is whatever mob you type in. The tier basically is I or II. The Radius has already been explained. This will allow better "but not much" boss fights for you adventure map makers.
-/mobweapon (Sword Or Bow) (Mob) (Radius) (Limit)
A very specific command. I'm not sure if this is true, but you can give weapons to Zombies and Skeletons, and they will equip it. You can decide if you want the Skeleton or Zombie to hold a sword or bow, if it's either a skeleton or zombie, and the radius. Also, you can put down the limit depending on how many mobs you want.
/mobstay (Mob) (Radius)
Mobs will stay in a certain radius. Define what kind of Mob and the radius.
/mobattack (Mob) vs (Mob) (Radius)
This will have both Mobs try to attack each other. Both Mobs must be able to do some damage, and they cannot be a passive mob. Any mobs that are neutral but can attack and deal damage will turn hostile toward the Mob you have put in. Radius is self-explanatory.
/mobrepel (Mob) (Radius)
This will turn out mobs from the area. Very handy if you don't want any mobs in a certain area.
/mobdenyspawn (Radius)
Basically a bigger version of mob repel. It will not have any mobs spawn in the Radius you set. This will also terminate any mob that walks into the radius.
I could make an adventure map where you could have huge arena style fights, with a limited amount of time to kill all the mobs before the next set starts...
Also, you should also make it so you can choose the co-ords (or playername *evil laugh*) where the mobs will spawn, would be really useful rather then having them explode out of the command block.
anyway i totally support the suggestion
As for the "Bumping," I'm actually updating the post every time, so it's not actually bumping.... Also, it's not getting lots of attention.
Additionally, setting the mob aggression and outfitting them can be overpowered in some instances. An abusive admin could use a command block to spawn diamond-clad zombies in the center of a town. When aggression is set to players, they will chase them forever, from my understanding.
Of course the Spawn Eggs are there for a reason, but it is solely for Adventure Map Makers. You wouldn't want a dispenser out of nowhere shooting zombies out of it when you're in Adventure don't you? Of course not! Surely you can hide it, but this takes a lot less time. Dispensers actually are controlled about where they are placed.
I'm not sure of the odds of an Admin, a person who can be highly trusted and helpful, do that kind of thing. Now I wouldn't quite say it would be overpowered. After all, you could just use a bow and arrow to take anything out, even if full Diamond Armor, Over-world Mobs that can wear armor aren't really that powerful when you face one to three, especially zombies. Besides, only for adventure map makers...
Now about Mob Aggression, you don't have to use it. Over-world Hostile Mobs are already hostile toward the Player, no matter what. if any admin uses this, they surely will be jailed and be lowered back to a member. I'll add in a new command if it makes it any better.
Hope you understand.
Epic idea! This would help map makers in SO many ways.