Closed nuttapillar closed 4 months ago
I can see how this would have utility, but don't like the idea of adding an new command just for it. There would also need to be some mechanic for specifying which player to run it on. Open to hearing more if the idea becomes more fleshed out.
I figure it should just run as the player executing the command. If they are the one setting up quests, they are probably an admin. Also, what's wrong with adding a new command? I had something like this in mind: /questsadmin action execute (actionname) Or /questsadmin execute action (actionname) Or /quests actions execute (actionname)
/questadmin is a command, sounds like you meant a subcommand AKA command argument ("execute", "action")
I still expect some users will want to run it on other players, but will give it some more thought.
So I tried implementing this a few different ways, and while I can see the utility, it's rather niche. Like running the command for a lightning strike action, you might as well have just ran /lightning from EssentialsX. Same to /give a player an item or /teleport to a location. I get the point is to test the actions for a quest, but given the editor's descriptions are pretty clear about what each action does, I just don't see enough of a benefit beyond maybe testing the "execute commands" action - but even then using Denizen/Depenizen and their /execute command is a better alternative.
What does your feature do?
I want to be able to use a command, to force an action to run, even outisde of a quest.
How would people use it?
It would make testing actions much easier, as the user won't have to worry about doing the quest to trigger the action.