This is pretty simple, all you have to do is make a procedure. They have a template to detect when the player is near the custom block. You just want to do On loaded entity Tick update, use the does entity exist in a square box of size put any size, and then just use the add potion.
All you have to do is change some values, hope this helps.
On entity tick update procedure trigger in your entity:
(For each entity in square cube of size (number) as entity iterator)
if(is(entity iterator*) sub/type of [living entity*])
do: (apply potion effect [instant health] to entity (entity iterator*) for (1) ticks amplifier (0)
* means you have to swap out a procedure block or open a dropdown menu
I apologize if I have misspelled any procedure blocks.
If it is too fast you can add the procedure template of 'do with 70% chance' and change the 0.7 to a lower number(the lower the number the slower it will be).
This is pretty simple, all you have to do is make a procedure. They have a template to detect when the player is near the custom block. You just want to do On loaded entity Tick update, use the does entity exist in a square box of size put any size, and then just use the add potion.
All you have to do is change some values, hope this helps.
what he said, just don't put anything on Global Triggers and put the procedure on your block update tick
search before posting
what about an entity that heals around it?
please
On entity tick update procedure trigger in your entity:
(For each entity in square cube of size (number) as entity iterator)
if(is(entity iterator*) sub/type of [living entity*])
do: (apply potion effect [instant health] to entity (entity iterator*) for (1) ticks amplifier (0)
* means you have to swap out a procedure block or open a dropdown menu
I apologize if I have misspelled any procedure blocks.
If it is too fast you can add the procedure template of 'do with 70% chance' and change the 0.7 to a lower number(the lower the number the slower it will be).