[Suggestion] Cast Command - With Vector
Xarmat-GitHub opened this issue ยท 3 comments
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 block
Lack 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
Stay in Contact:
Xarmat #7574
Bumping, It would be great if the @e feature was added soon! That way we could use spells on armor stands, thanks!
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.