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Penguin
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Besides for those janky mob drop systems, you really cannot. I do have an idea though.

Command

As long as it doesn’t matter who gets credit for it (i.e. You killed it vs. your friend killed it), you can simply test for a certain count (i.e. /testfor @e[type=zombie,c=5c=]) and then have another c=4, c=3, etc.. Then once the highest one stops returning true, you know a zombie has died. Make sure the highest one is then disabled, and the next highest becomes the tester. This is also pretty janky but should work better than mob drops.

Selector

  • @e = All Entities (i.e. Minecarts, Armor Stands, Players, Zombies)
  • [ ... ] = Additional Selectors to narrow down the search
  • type=zombie = Look for an entity of type “zombie”
  • c=5 = Look for 5 zombies. If five or more are found this will return true.

Besides for those janky mob drop systems, you really cannot. I do have an idea though.

Command

As long as it doesn’t matter who gets credit for it (i.e. You killed it vs. your friend killed it), you can simply test for a certain count (i.e. /testfor @e[type=zombie,c=5) and then have another c=4, c=3, etc.. Then once the highest one stops returning true, you know a zombie has died. Make sure the highest one is then disabled, and the next highest becomes the tester. This is also pretty janky but should work better than mob drops.

Selector

  • @e = All Entities (i.e. Minecarts, Armor Stands, Players, Zombies)
  • [ ... ] = Additional Selectors to narrow down the search
  • type=zombie = Look for an entity of type “zombie”
  • c=5 = Look for 5 zombies. If five or more are found this will return true.

Besides for those janky mob drop systems, you really cannot. I do have an idea though.

Command

As long as it doesn’t matter who gets credit for it (i.e. You killed it vs. your friend killed it), you can simply test for a certain count (i.e. /testfor @e[type=zombie,c=]) and then have another c=4, c=3, etc.. Then once the highest one stops returning true, you know a zombie has died. Make sure the highest one is then disabled, and the next highest becomes the tester. This is also pretty janky but should work better than mob drops.

Selector

  • @e = All Entities (i.e. Minecarts, Armor Stands, Players, Zombies)
  • [ ... ] = Additional Selectors to narrow down the search
  • type=zombie = Look for an entity of type “zombie”
  • c=5 = Look for 5 zombies. If five or more are found this will return true.
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Source Link
Penguin
  • 5.3k
  • 6
  • 25
  • 55

Besides for those janky mob drop systems, you really cannot. I do have an idea though.

Command

As long as it doesn’t matter who gets credit for it (i.e. You killed it vs. your friend killed it), you can simply test for a certain count (i.e. /testfor @e[type=zombie,c=5) and then have another c=4, c=3, etc.. Then once the highest one stops returning true, you know a zombie has died. Make sure the highest one is then disabled, and the next highest becomes the tester. This is also pretty janky but should work better than mob drops.

Selector

  • @e = All Entities (i.e. Minecarts, Armor Stands, Players, Zombies)
  • [ ... ] = Additional Selectors to narrow down the search
  • type=zombie = Look for an entity of type “zombie”
  • c=5 = Look for 5 zombies. If five or more are found this will return true.

Besides for those janky mob drop systems, you really cannot. I do have an idea though.

Command

As long as it doesn’t matter who gets credit for it (i.e. You killed it vs. your friend killed it), you can simply test for a certain count (i.e. /testfor @e[type=zombie,c=5) and then have another c=4, c=3, etc.. Then once the highest one stops returning true, you know a zombie has died. This is also pretty janky but should work better than mob drops.

Selector

  • @e = All Entities (i.e. Minecarts, Armor Stands, Players, Zombies)
  • [ ... ] = Additional Selectors to narrow down the search
  • type=zombie = Look for an entity of type “zombie”
  • c=5 = Look for 5 zombies. If five or more are found this will return true.

Besides for those janky mob drop systems, you really cannot. I do have an idea though.

Command

As long as it doesn’t matter who gets credit for it (i.e. You killed it vs. your friend killed it), you can simply test for a certain count (i.e. /testfor @e[type=zombie,c=5) and then have another c=4, c=3, etc.. Then once the highest one stops returning true, you know a zombie has died. Make sure the highest one is then disabled, and the next highest becomes the tester. This is also pretty janky but should work better than mob drops.

Selector

  • @e = All Entities (i.e. Minecarts, Armor Stands, Players, Zombies)
  • [ ... ] = Additional Selectors to narrow down the search
  • type=zombie = Look for an entity of type “zombie”
  • c=5 = Look for 5 zombies. If five or more are found this will return true.
Source Link
Penguin
  • 5.3k
  • 6
  • 25
  • 55

Besides for those janky mob drop systems, you really cannot. I do have an idea though.

Command

As long as it doesn’t matter who gets credit for it (i.e. You killed it vs. your friend killed it), you can simply test for a certain count (i.e. /testfor @e[type=zombie,c=5) and then have another c=4, c=3, etc.. Then once the highest one stops returning true, you know a zombie has died. This is also pretty janky but should work better than mob drops.

Selector

  • @e = All Entities (i.e. Minecarts, Armor Stands, Players, Zombies)
  • [ ... ] = Additional Selectors to narrow down the search
  • type=zombie = Look for an entity of type “zombie”
  • c=5 = Look for 5 zombies. If five or more are found this will return true.