2024-12-15 02:40:28|Myriagame |source:minecraft skins
Overview
The blood volume of entities including players is controlled by scoring board control, supporting armor, enchanting and effect calculation.
Use
Set the score of the virtual entity $ value in the score board DAMAGE.VALUE to indicate how much damage causes the time, the actual damage = 0.1 (default is 0.1, you can modify it in the packet), so100*0.1, which is 10 points ( svg class = "Common-Mcicon" Aria-Hidden = "True"> ).
/Scoreboard players set $ value damage.value 100/execute as @p at @S Runction damage: Player
At the same time, you can set the source of damage. Before performing the Damage: Player function, add the Damage.atker tag to any entity. However, it is recommended not to write the attack object, because AEC gives a few GTs, which will cause the entity to not become red.
/Summon Husk ~ ~ ~ ~ ~ {tags: ["damage.atker"]}/scoreboard players set $ value @S Run Function Damage:Player/Tag @e [Type = Husk] Remove Damage.atker
Precautions
The damage of more than 102.3 will be set to 103. If you need a larger range of attack damage, please use Damage: Value (see the packet for details).
When the entity is judged as death, it will not die immediately, but will execute the #damage: DIE function.
The default is not calculated and effective calculations, please refer to the following:
#Close armor calculation/Scoreboard Players Set $ Arms Damage.value 0# Fruit calculation/scoreboard players set $ effectdamage.value 1
The name space of the packet is DAMAGE.


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