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New IC: MC1247 Advanced Entity Setter

Open LadyCailinBot opened this issue 12 years ago • 0 comments

CRAFTBOOK-2582 - Reported by pmpmpm

Hello,

I've talked with me4502 a bit about this: An IC able to change the parameters of the entities already spawned. For example, you could set on fire mobs, or extinguish them, or damage them, or throw them in the air... It would be great to add dynamism to dungeons, arenas and so. And to have fun setting a lot of things into fire. Including players. Yelling, suffering players.

So, the IC would use 3 signs (As the MC1227 Advanced Entity Spawner). The main sign is of course the most important, while the 2 other signs only contain lines for parameters. So, here's how would be the first sign:

Adv Entity Set [MC1247] Radius=Offset [Entities][:Percentage/Maximum]

No need to explain the third line. The fourth, however, is a bit more complicated: "Entities" is the list of entities affected by the IC (h for Hostiles mobs, p for Players, a for Arrows, ...), default (blank) is All Entities; and "Percentage/Comparator" is either the perentage chance of the parameters to apply (for example, "50%" would mean that 50% of the entities are affected), or the maximal number of affected entities (for example put "1" to affect only one entity).

Then, the two other signs would contain all the parameters, without any order obligation. Here are the parameters, please tell me if there's something missing, or something not doable!

v: x,y,z //Velocity (can be used with + or - or * or / to apply those operations on velocity) p: potionID;potionDuration;potionStrength //Potions health: # //Sets health to # fire: true/false/switch //Sets on fire or extinguish it, may set items on fire too tt: Vel[:playerName] //Launch the entities on either the closest player (default) or playerName at Vel velocity e: MC1200 Datas //I don't really know if this one is useful... r: Entity_ID //Makes affected entities ride a spawned Entity_ID! s: id:data;enchantmentID:enchantmentStrength //Gives an item to the Entity, if possible of course. enc: [id:data/Held];enchantmentID:enchantmentStrength //If in inventory or Held, enchants the item ha: Head Armor //Sets the Head Armor of the affected entity ca: Chest Armor //Sets the Chest Armor of the affected entity la: Legs Armor //Sets the Legs Armor of the affected entity fa: Feets Armor //Sets the Feets Armor of the affected entity h: Heal_Amount //Heals the Entity d: Damage_Amount //Harms the Entity ad: Armor_Damage_Amount[:h/c/l/f] //Damages the armor of the entity. hcf damages Head, Chest and Legs Armors. ar: Armor_Repair_Amount[:h/c/l/f] //Repairs the armor of the entity. cl damages Chest and Legs Armors. xp: XP_Amount //Gives xp to the affected entity exp: Strength //Promotes the entity as the center of a mighty explosion kill: blank //Kills or destroys the entity i: Time //Immunizes the entity to all damages for given amount of time (in seconds) eyes: East/North/West/South //Sets where the entity is looking toward

So, that's all! Thanks for reading, and I hope you'll like it!

LadyCailinBot avatar May 27 '13 00:05 LadyCailinBot