Open Xarmat-GitHub opened 4 years ago
Interesting. The way spells work when cast by wizards is they use the AI target, not the direction the entity is looking. I do have a plan to add the @e
selector to the /cast command so in theory that would be able to achieve what you're suggesting.
That would be great. This mod has a huge potential for boss fights and other uses. I will be amazed when this works. 🙌
Bumping, It would be great if the @e feature was added soon! That way we could use spells on armor stands, thanks!
Minecraft versions: 1.12.2 Other mods involved: CustomNPC (Mainly), Spell Packs (from other Mod Authors)
Expand Functonality of "/cast" commands
I am working on a Adventure Modpack and want to make nice balanced Boss fights with different Boss Stages (like in many MMORPGs).
To accomplish this, I use NPC Scripting, Command Blocks and the "/execute" command with Electroblobs (EW).
How it Works: Both commands works fine:
/execute @s ~ ~ ~ cast tfspellpack:fire_jets @s
<- command used by CustomNPCs (works like a command block)/execute @e[type=zombie] ~ ~ ~ cast tfspellpack:fire_jets @s
<- command used in a command blockLack of Functionality: But "/cast ebwizardry:dart" and many other spells don't work. I think that the main reason is that the command can not get any Vector based informations. So it can not know where the "Dart" (ebwizardry:dart) will fly. Or the Fire Trap will be placed. Because it don't the direction the mob is looking.
Suggestion: So my suggestion would be, to get the vector of the mob when the command get executed and use this information to cast the spell like it regular would, when a player cast it with /cast SPELL
/execute @e[type=zombie] ~ ~ ~ cast ebwizardry:dart @s
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