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Conditional: Entity Block Status
Syntax: {entity}.is{status}.{block materials}
Description: Checks blocks around the entity.
The {status}
in the syntax above may be replaced with any of the following:
-
On
Returns true if the specified entity is standing on a block of the specified type(s).
Damage: #Stop people hitting others on sand in Partyland. Notify them of their idiocy. - 'if world.named.Partyland and target.ison.SAND and damage > 0': - 'message.attacker': "NO HITTING ON THE BEACH"
-
Over
Returns true if the entity is some distance over any block of the specified material(s) without obstruction (as defined by a filter).
-
Under
Returns true if the entity is any distance under any block of the specified material(s) without obstruction (as defined by a filter).
-
In
Returns true if the specified entity is submerged, top OR bottom, in the blockType.
Damage: #State the obvious. - 'if target.isIn.SAND': - 'message.target': "You're suffocating and stuck. Good job."
-
StandingIn
Returns true if the entity has its Feet submerged in the blockType. (How does this work for creepers and spiders...?)
Damage: - 'if attacker.isStandingIn.LAVA and attacker.group.FlameLord': - 'set.target_fireticks': '20'
-
Breathing
Returns true if the entity has its Head in the blockType. (Again, creepers and spiders may be a bit odd.)
Damage: #State the obvious. - 'if target.isBreathing.WATER': - 'message.target': "You don't have gills, smart one..."