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Jan 13, 2013 · For example, a Skeleton has 10 hearts (20 health). This means it can take 19 damage without dying. Using the fall damage formula, we can see that the maximum height a Skeleton can fall from without dying is 22. An Enderman, on the other hand, has 20 hearts (40 health). That means an Enderman can survive a 42 block fall!
This mob always takes 10 less fall damage: Goat; This mob always takes 5 less fall damage: Frog; This mob takes fall damage after falling more than 5 blocks, and its fall damage is not affected by Jump Boost: Fox; Sound [edit | edit source] For most solid blocks, if a player of mob falls onto the blocks and takes damage, a sound plays and is ...
Nov 12, 2024 · Attributes can be applied directly to living entities using the /attribute command. The below command is an example that increases the luck attribute, leading to the player being able to fish treasures nearly every time: /attribute @p minecraft:luck base set 1024. Additionally, attribute values can be specified when summoning a mob.
- Overview
- Usage
- Syntax
- Arguments
- Example
Applies a set amount of damage to the specified entities.
This command does not simply change a entity health value. Instead, it directly calls the underlying logic in the game to simulate the situation of causing damage to the entity. So this command has many undefined behaviors.
The output text, result, and return value of the damage command are not related to whether the health value is changed. In fact, they are undefined.
The amount: int is not the final amount of reduced health value. The reduced health value is usually less than or greater than the amount: int due to world difficulty, armors, status effects, or the target entity itself, etc.
When damaged, the entity may react accordingly, such as being knocked back, becoming angry, etc. The damager entity may also react in certain ways, such as the arrow's disappearing.
Undefined behaviors may be changed at any time without warning. When this happens, your addons or maps may cease to work. Use these undefined behaviors at your own risk.
Undefined behaviors
•Java Edition
damage [ ] [at ]
damage [ ] [by ] [from ]
•Bedrock Edition
damage entity
damage [cause: DamageCause]
: : entity: target: target: CommandSelector
Specifies the entity[Java Edition only] or entities[Bedrock Edition only] to damage.
Must be a player name, a target selector or a UUID[Java Edition only]. In Java Edition, the target selector must be in single type.
: float
Specifies the amount of damage to inflict.
Must be a Single-precision floating-point format number. And it must be greater than or equal to 0.0.
•Make a villager named villager_1 deal 1 damage to a nearby iron golem:
•/damage @e[type=iron_golem, limit=1] 1 generic by @e[type=villager, limit=1, name="villager_1"][Java Edition only]
Ok, so I tried splitting the command into three different command blocks, but it didn't work. So I tried testing with if block ~ ~-1 ~ dirt and changing the effect to glowing, but it just wouldn't apply the effect. I put the mob above dirt to see if it'd work, but it didn't
Nov 10, 2024 · Void damage can always kill the armor stand. /damage commands with the void cause always remove the armor stand. Armor stands are set on fire when in lava or fire. /damage commands with the fire cause set the armor stand on fire and reduce its health value by 0.5. Armor stands are damaged when on fire.
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Just realized you can use the effect command mobs, it works. Only other problem is that mobs don't follow the same bounce physics as players so I'll redo the timings. Reply reply