Okay i think this could assist a lot of map makers who make like Arenas, Mini Games and Monster pits in ways to make them better for the players experance.
Detect Mods
for the testfor command like this
like the @p,@a and @r there will be commands like this for mobs.
@mc = mob closest
@ma = mobs all
@mr = mob random
these commands would be used to detect a mob or mobs in areas. also there will be Arguments to detect specific mobs.
like this: mob=<Mob Tag name or id number>
this could be how its used
example: /testfor @ma[mob=54,r=20]
this command would look for all zombie within a range of 20 blocks.
example: /testfor @ma[mob=!54,r=20]
this command checks if no zombies within a range of 20 blocks.
added: also /effect and /enchant can work on mobs with this like so.
example: /effect @ma 1 60 2
this would give all mobs it detects Speed 2 for 60 seconds.
example: /effect @ma clear
this would remove effects just like it does for players.
example: /enchant @mc 19 2
this would enchant closest mob held item with knock back lvl 2, this only works if they have item in there hand.
Detect Entities
Now these could be alternet to add these would be Entity Detection this can mean mobs or any type of entity. it can be used same as those above.
@e = closest Entity
@ae = all Entities
@re = random Entity
Example: /testfor @ae[mob=53,r=20] this would check for all zombies within range of 20 blocks.
this also add a New Argument could be used: item=<item id>
it could be used to detect if a player drops an item in a place or check if area is cleared.
example: /testfor @ae[r=25,item=1]
this would check if a dropped item is on the ground in the area range.
or this
example: /testfor @ae[r=25,item=21]
this would check of Falling sand,gravel,anvil or dragon egg is in the area range.
I done thought of a ton load of uses in adventure quests, mini games that are more precise and better Arenas
Wow, a good suggestion! I would love this to be added, so 100% SUPPORT!
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for the testfor command like this
like the @p,@a and @r there will be commands like this for mobs.
@mc = mob closest
@ma = mobs all
@mr = mob random
these commands would be used to detect a mob or mobs in areas. also there will be Arguments to detect specific mobs.
like this: mob=<Mob Tag name or id number>
this could be how its used
example: /testfor @ma[mob=54,r=20]
this command would look for all zombie within a range of 20 blocks.
example: /testfor @ma[mob=!54,r=20]
this command checks if no zombies within a range of 20 blocks.
added: also /effect and /enchant can work on mobs with this like so.
example: /effect @ma 1 60 2
this would give all mobs it detects Speed 2 for 60 seconds.
example: /effect @ma clear
this would remove effects just like it does for players.
example: /enchant @mc 19 2
this would enchant closest mob held item with knock back lvl 2, this only works if they have item in there hand.
Now these could be alternet to add these would be Entity Detection this can mean mobs or any type of entity. it can be used same as those above.
@e = closest Entity
@ae = all Entities
@re = random Entity
Example: /testfor @ae[mob=53,r=20] this would check for all zombies within range of 20 blocks.
this also add a New Argument could be used: item=<item id>
it could be used to detect if a player drops an item in a place or check if area is cleared.
example: /testfor @ae[r=25,item=1]
this would check if a dropped item is on the ground in the area range.
or this
example: /testfor @ae[r=25,item=21]
this would check of Falling sand,gravel,anvil or dragon egg is in the area range.
I done thought of a ton load of uses in adventure quests, mini games that are more precise and better Arenas
SUPPORT!
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When this post was created the @e selector didn't exist.
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