The Meaning of Life, the Universe, and Everything.
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I suggest two new commands and a change to an existing command.
/wait [ticks] {command}
Simple enough, will wait x ticks before executing a command. Executing a command is optional and you can simply have the command block wait a number of seconds before success.
/health [entity] [amount] [override]
The health command will set the health of an entity to a certain amount. Using ~ will set the health relative, for example /health @p ~-5 will subtract 5 health from the player. Setting health to higher than max will increase max health. Override determines whether adding relative hearts will increase the health cap or not.
The Meaning of Life, the Universe, and Everything.
Location:
here
Join Date:
11/17/2015
Posts:
68
Location:
i live here
Member Details
The wait command can be used to make command block creation a lot more compact without having to worry about repeaters. The repeat and chain command blocks made certain redstone blocks obsolete, so there's no reason why there shouldn't be a command that can fulfill the purpose of a repeater chain. Many other have also suggested this, and I believe this would be the most efficient way to do this.
The Meaning of Life, the Universe, and Everything.
Location:
here
Join Date:
11/17/2015
Posts:
68
Location:
i live here
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I think wait is better than adding more stuff to the gui, just so it doesn't get cluttered. And /health would be way more easily accessible than dealing with scoreboard, as usually i deal/heal damage using potions effects and those gets inverted on the undead and have a base of 4.
I don't mean to be the cynic, but literally everything here is already possible. You can change health with /entitydata, and you can make commands delayed easily enough with two command blocks. Execute "Nesting" as it's called is already supported.
How do you actually effectively make delayed command blocks though?
Well, you could use one command block to place a Redstone torch in another location, that powers several repeaters with delay to a second command block with the command you wanted delayed, as well as powering a Piston to push the Redstone torch and break it so it doesn't stay on. But it is a pretty big pain and if you want to delay it by a lot it can take a lot of space. I don't know of any simpler way to do it.
That said, I'm okay with /wait if it was added to the command block GUI, and /health seems like a simpler way to change health than mucking with scoreboards, but I would like it to be changed a little bit. Something like
/health [target] [amount]
So /health Badprenup 10 would set my health to 10. This would act as an override so you could set the health at any value, even if it is higher than my normal max health. If I wanted to increase or decrease it relevant to my current amount I would use the ~ key, just like other relative commands. So /health Badprenup ~-5 would take 5 HP from whatever I currently have, or /health Badprenup ~10 would add 10 HP to my current health.
I don't know enough about /execute to comment on it.
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Well, you could use one command block to place a Redstone torch in another location, that powers several repeaters with delay to a second command block with the command you wanted delayed, as well as powering a Piston to push the Redstone torch and break it so it doesn't stay on. But it is a pretty big pain and if you want to delay it by a lot it can take a lot of space. I don't know of any simpler way to do it.
That said, I'm okay with /wait if it was added to the command block GUI, and /health seems like a simpler way to change health than mucking with scoreboards, but I would like it to be changed a little bit. Something like
/health [target] [amount]
So /health Badprenup 10 would set my health to 10. This would act as an override so you could set the health at any value, even if it is higher than my normal max health. If I wanted to increase or decrease it relevant to my current amount I would use the ~ key, just like other relative commands. So /health Badprenup ~-5 would take 5 HP from whatever I currently have, or /health Badprenup ~10 would add 10 HP to my current health.
I don't know enough about /execute to comment on it.
hm, seems like some good changes. i'll add them.
actually, "override" may still be necessary because if you were to add 5 health to the player, would it add new hearts, or would it stop at the cap?
I don't mean to be the cynic, but literally everything here is already possible. You can change health with /entitydata, and you can make commands delayed easily enough with two command blocks. Execute "Nesting" as it's called is already supported.
I understand, but these commands provide a simpler way to do that.
I understand, but these commands provide a simpler way to do that.
Better command suggestions implement things that are not possible or cover a wide spectrum of usage, rather than one very specific thing (such as with /health). If suggestions for "simpler" methods of what's already possible were added, the list of commands would be overrun with redundancy. Just because a command makes what's already possible easier does not mean it's worthwhile to implement. If it's an improvement to an existing system, that system should be extended and not have a redundant variant created.
But on the topic of wide usage spectrum, /health falls short. An example of wide spectrum would be the ability to modify attributes altogether. Not only does it cover what /health does with maximum/minimum, it would have the ability to modify all attributes & apply modifiers without requiring the player to wear/hold an item. The potential for the command increases as it's no longer a very niche command.
As for extension, the healing/damaging capabilities of /health (disregarding max health changes) should instead be used with the instant health/damage effects rather than with a whole separate command. Such that they would heal/damage in half-heart increments equal to the amplifier to allow for accuracy. A /health command is not necessary if pre-existing features can be changed up instead.
As a side-note, your /health suggestion is flawed in the sense that you did not state a way to decrease maximum health, which is very necessary.
EDIT:
As far as a /wait command goes, I wouldn't be against it. There are many different ways to create a delay using current features, though there isn't a direct feature for it. But personally I'd prefer there to be an option on Repeating command blocks to change the tickrate for command execution directly, rather than implementing a new command.
I suggest two new commands and a change to an existing command.
/wait [ticks] {command}
Simple enough, will wait x ticks before executing a command. Executing a command is optional and you can simply have the command block wait a number of seconds before success.
/health [entity] [amount] [override]
The health command will set the health of an entity to a certain amount. Using ~ will set the health relative, for example /health @p ~-5 will subtract 5 health from the player. Setting health to higher than max will increase max health. Override determines whether adding relative hearts will increase the health cap or not.
look out
the frets one can be done with a redstone timer. I'm not sure about the others but they sound good
first
The wait command can be used to make command block creation a lot more compact without having to worry about repeaters. The repeat and chain command blocks made certain redstone blocks obsolete, so there's no reason why there shouldn't be a command that can fulfill the purpose of a repeater chain. Many other have also suggested this, and I believe this would be the most efficient way to do this.
look out
I think wait is better than adding more stuff to the gui, just so it doesn't get cluttered. And /health would be way more easily accessible than dealing with scoreboard, as usually i deal/heal damage using potions effects and those gets inverted on the undead and have a base of 4.
look out
I don't mean to be the cynic, but literally everything here is already possible. You can change health with /entitydata, and you can make commands delayed easily enough with two command blocks. Execute "Nesting" as it's called is already supported.
Well, you could use one command block to place a Redstone torch in another location, that powers several repeaters with delay to a second command block with the command you wanted delayed, as well as powering a Piston to push the Redstone torch and break it so it doesn't stay on. But it is a pretty big pain and if you want to delay it by a lot it can take a lot of space. I don't know of any simpler way to do it.
That said, I'm okay with /wait if it was added to the command block GUI, and /health seems like a simpler way to change health than mucking with scoreboards, but I would like it to be changed a little bit. Something like
/health [target] [amount]
So /health Badprenup 10 would set my health to 10. This would act as an override so you could set the health at any value, even if it is higher than my normal max health. If I wanted to increase or decrease it relevant to my current amount I would use the ~ key, just like other relative commands. So /health Badprenup ~-5 would take 5 HP from whatever I currently have, or /health Badprenup ~10 would add 10 HP to my current health.
I don't know enough about /execute to comment on it.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
hm, seems like some good changes. i'll add them.
actually, "override" may still be necessary because if you were to add 5 health to the player, would it add new hearts, or would it stop at the cap?
look out
I understand, but these commands provide a simpler way to do that.
look out
Better command suggestions implement things that are not possible or cover a wide spectrum of usage, rather than one very specific thing (such as with /health). If suggestions for "simpler" methods of what's already possible were added, the list of commands would be overrun with redundancy. Just because a command makes what's already possible easier does not mean it's worthwhile to implement. If it's an improvement to an existing system, that system should be extended and not have a redundant variant created.
But on the topic of wide usage spectrum, /health falls short. An example of wide spectrum would be the ability to modify attributes altogether. Not only does it cover what /health does with maximum/minimum, it would have the ability to modify all attributes & apply modifiers without requiring the player to wear/hold an item. The potential for the command increases as it's no longer a very niche command.
As for extension, the healing/damaging capabilities of /health (disregarding max health changes) should instead be used with the instant health/damage effects rather than with a whole separate command. Such that they would heal/damage in half-heart increments equal to the amplifier to allow for accuracy. A /health command is not necessary if pre-existing features can be changed up instead.
As a side-note, your /health suggestion is flawed in the sense that you did not state a way to decrease maximum health, which is very necessary.
EDIT:
As far as a /wait command goes, I wouldn't be against it. There are many different ways to create a delay using current features, though there isn't a direct feature for it. But personally I'd prefer there to be an option on Repeating command blocks to change the tickrate for command execution directly, rather than implementing a new command.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
hm
ill keep that in mind
look out