MythicMobs issueshttps://git.lumine.io/mythiccraft/MythicMobs/-/issues2023-09-15T01:29:37Zhttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/992Add an option for mobs to be able to step up blocks2023-09-15T01:29:37ZSirFluffyPuffsAdd an option for mobs to be able to step up blocksMobs should have the option to step up blocks like horses and endermen and ravengers do
Describe your suggestion in detail. ok
A zombie could be configured to be able to step up blocks instead of running into the side stopping and jumping up the block
Describe how your suggestion would be used. ok
mobs could be more configured in a way that changes/enhances gameplay for certain mobs that enables them to scale terrain differently with a simple true / false
Describe what value your suggestion adds to the project. ok
more customizable mobs in a way that fundamentally would alter the gameplay
Describe what priority you think this suggestion should have and why. ok
low but im impatient so medium
Describe how you think your suggestion should be implemented. bok
Options:
StepsUpBlocks: true/falseMobs should have the option to step up blocks like horses and endermen and ravengers do
Describe your suggestion in detail. ok
A zombie could be configured to be able to step up blocks instead of running into the side stopping and jumping up the block
Describe how your suggestion would be used. ok
mobs could be more configured in a way that changes/enhances gameplay for certain mobs that enables them to scale terrain differently with a simple true / false
Describe what value your suggestion adds to the project. ok
more customizable mobs in a way that fundamentally would alter the gameplay
Describe what priority you think this suggestion should have and why. ok
low but im impatient so medium
Describe how you think your suggestion should be implemented. bok
Options:
StepsUpBlocks: true/falsehttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/959[Suggestion] Better integration of WorldGuard regions2022-11-27T07:59:32Zl rz[Suggestion] Better integration of WorldGuard regions**Summary**
New conditions to detect a WorldGuard region more precisely and conveniently.
**Usage**
For now there's only two conditions "NotInRegion" and "Region" is associated with WorldGuard regions, and both of them only detect the name of the region, which can be a huge trouble for servers that use lots of regions (for example, the ProtectionStone plugin, a WG addon, creates regions with their names based on the location that placed the prtection stone, which can create really lots of regions with different, unpredictable names).
**Value**
Makes the region condition more flexible and useful, and help mob or skill designers to make them more respectful to regions. (Example: check if a caster is in a region with block-break "true" to determine whether a skill cast by it should break blocks)
**Priority**
Medium.
**Implementation**
1. RegionFlag
example: - regionflag{flag=pvp,value=deny}
Checks if the target is in regions that have certain flags. The "value" attribute can be "allow", "deny" or "none". I know there's another issue #690 that has described this, too, but since there's a long time without more information or reply about it, please allow me to remention it.
2. RegionTemplate
example: - regiontemplate{name=someregiontemplate}
Checks if the target is in regions based on a certain template region. More information about template region: https://worldguard.enginehub.org/en/latest/regions/priorities/#template-regions.
3. RegionOwner
example: - regionowner{owner=SomeOwnerName,member=SomeMemberName}
Checks if the target is in regions that have certain owner or member names.
4. RegionPriority
example: - regionpriority{priority=10}
Checks if the target is in regions that have certain priority.
5. RegionAmount
example: - regionamount{amount=3,countglobal=false}
Checks how many regions are the target now within. The "countglobal" attribute decides whether global regions (usually "\_\_global\_\_") should be counted.**Summary**
New conditions to detect a WorldGuard region more precisely and conveniently.
**Usage**
For now there's only two conditions "NotInRegion" and "Region" is associated with WorldGuard regions, and both of them only detect the name of the region, which can be a huge trouble for servers that use lots of regions (for example, the ProtectionStone plugin, a WG addon, creates regions with their names based on the location that placed the prtection stone, which can create really lots of regions with different, unpredictable names).
**Value**
Makes the region condition more flexible and useful, and help mob or skill designers to make them more respectful to regions. (Example: check if a caster is in a region with block-break "true" to determine whether a skill cast by it should break blocks)
**Priority**
Medium.
**Implementation**
1. RegionFlag
example: - regionflag{flag=pvp,value=deny}
Checks if the target is in regions that have certain flags. The "value" attribute can be "allow", "deny" or "none". I know there's another issue #690 that has described this, too, but since there's a long time without more information or reply about it, please allow me to remention it.
2. RegionTemplate
example: - regiontemplate{name=someregiontemplate}
Checks if the target is in regions based on a certain template region. More information about template region: https://worldguard.enginehub.org/en/latest/regions/priorities/#template-regions.
3. RegionOwner
example: - regionowner{owner=SomeOwnerName,member=SomeMemberName}
Checks if the target is in regions that have certain owner or member names.
4. RegionPriority
example: - regionpriority{priority=10}
Checks if the target is in regions that have certain priority.
5. RegionAmount
example: - regionamount{amount=3,countglobal=false}
Checks how many regions are the target now within. The "countglobal" attribute decides whether global regions (usually "\_\_global\_\_") should be counted.AshijinAshijinhttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/957[Feature Request] CancelMythicSkill2023-09-17T22:10:08ZJpegIsMe[Feature Request] CancelMythicSkill**Summary**
This skill would cancel the skill provided in the parameter for the caster.
**Usage**
Let's say that there is currently a teleport skill playing an animation, the skill has a bunch of delays and such
**- cancelmythicskill{s=TeleportSkill} @self**
Doing this would cancel out that skill entirely even if it's in the middle of doing it, similar to how when a mob dies and no longer finishes the skill it was casting.
**Value**
This skill would be very convenient for people who wish to cancel a skill to stun the enemy, or if it reaches a certain health threshold.**Summary**
This skill would cancel the skill provided in the parameter for the caster.
**Usage**
Let's say that there is currently a teleport skill playing an animation, the skill has a bunch of delays and such
**- cancelmythicskill{s=TeleportSkill} @self**
Doing this would cancel out that skill entirely even if it's in the middle of doing it, similar to how when a mob dies and no longer finishes the skill it was casting.
**Value**
This skill would be very convenient for people who wish to cancel a skill to stun the enemy, or if it reaches a certain health threshold.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/939Adding Support for checking GriefPrevention trust when using MM spawneggs2023-09-18T20:14:35ZBakayarouzAdding Support for checking GriefPrevention trust when using MM spawneggsCurrently MythicMobs's Spawn Eggs bypasses the claims protection of GriefPrevention completely.
If possible add a condition or support to check if player has trust/ or is owner of the claim or not to allow usage of spawneggs.
That would prevent... player overflowing someone's claim with random ... possibly furniture or mobs things.Currently MythicMobs's Spawn Eggs bypasses the claims protection of GriefPrevention completely.
If possible add a condition or support to check if player has trust/ or is owner of the claim or not to allow usage of spawneggs.
That would prevent... player overflowing someone's claim with random ... possibly furniture or mobs things.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/937[suggestion] string placeholder & parameter support in material argument2022-09-21T19:53:09ZLcorpOfficial[suggestion] string placeholder & parameter support in material argument**Summary**
for stuff like proj bullets, particles, etc where spigot material is given. This exists already for equip/giveitem/takeitem mechanics.
**Usage**
- particles{p=block_crack;material=<skill.var.blocktype>;a=80;hs=0.5;vs=0.5} @forward{f=2;lockpitch=true}
**Value**
ability to have skills dynamically change aspects of it's effects or visuals based on parameters set or variables.
**Priority**
medium/same level as other skill parameter/placeholder related suggestions
**Implementation**
apply methods for all material arguments to support string placeholders**Summary**
for stuff like proj bullets, particles, etc where spigot material is given. This exists already for equip/giveitem/takeitem mechanics.
**Usage**
- particles{p=block_crack;material=<skill.var.blocktype>;a=80;hs=0.5;vs=0.5} @forward{f=2;lockpitch=true}
**Value**
ability to have skills dynamically change aspects of it's effects or visuals based on parameters set or variables.
**Priority**
medium/same level as other skill parameter/placeholder related suggestions
**Implementation**
apply methods for all material arguments to support string placeholdershttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/935MultiPaper Support2023-11-04T14:26:19ZGizmo0320MultiPaper Support**Summary**
Add support for MulitPaper.
https://github.com/MultiPaper/MultiPaper
**Usage**
This would allow custom mobs to act the same on all of the server nodes.
**Value**
This really only adds value for someone that actually plans on using MultiPaper
**Priority**
Low Priority, I don’t think a lot of people will use this but I figured I could at least ask.
**Implementation**
MultiPaper has an API that can be used as well as documentation on said API.
https://github.com/MultiPaper/MultiLib**Summary**
Add support for MulitPaper.
https://github.com/MultiPaper/MultiPaper
**Usage**
This would allow custom mobs to act the same on all of the server nodes.
**Value**
This really only adds value for someone that actually plans on using MultiPaper
**Priority**
Low Priority, I don’t think a lot of people will use this but I figured I could at least ask.
**Implementation**
MultiPaper has an API that can be used as well as documentation on said API.
https://github.com/MultiPaper/MultiLibhttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/931[Suggestion] Add Targeting options to RandomSpawn conditions2023-07-04T02:43:46ZFrog Doctor[Suggestion] Add Targeting options to RandomSpawn conditions**Summary**
Add targets to mob spawning conditions, such as
Conditions:
- blocktype{type=diamond_ore} @BlocksNearOrigin{radius=6} true
so that spawn conditions can be based on things other than the exact location the mob is spawned at.
**Usage**
In the above scenario, you can make a mob that only spawns near diamond ores but doesn't necessarily need to be on top of the diamond ore itself. It gives much greater flexibility to random spawns by allowing spawn conditions to be based on mobs, players, and locations near the intended spawn location, not just the mob and spawn location itself.
**Value**
It could allow players to build temples out of specific block arrangements that would be more likely to spawn certain mobs, or allow mobs to only spawn if near a player under a certain condition or holding a certain item etc. It just gives way more options for what you can do with random spawns
**Priority**
Medium priority, would be super useful but isn't urgent or necessary
**Implementation**
Just need to add the @target after the condition to change it from focusing on @selflocation, such as
Conditions:
- blocktype{type=diamond_ore} @BlocksNearOrigin{radius=6} true**Summary**
Add targets to mob spawning conditions, such as
Conditions:
- blocktype{type=diamond_ore} @BlocksNearOrigin{radius=6} true
so that spawn conditions can be based on things other than the exact location the mob is spawned at.
**Usage**
In the above scenario, you can make a mob that only spawns near diamond ores but doesn't necessarily need to be on top of the diamond ore itself. It gives much greater flexibility to random spawns by allowing spawn conditions to be based on mobs, players, and locations near the intended spawn location, not just the mob and spawn location itself.
**Value**
It could allow players to build temples out of specific block arrangements that would be more likely to spawn certain mobs, or allow mobs to only spawn if near a player under a certain condition or holding a certain item etc. It just gives way more options for what you can do with random spawns
**Priority**
Medium priority, would be super useful but isn't urgent or necessary
**Implementation**
Just need to add the @target after the condition to change it from focusing on @selflocation, such as
Conditions:
- blocktype{type=diamond_ore} @BlocksNearOrigin{radius=6} truehttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/929[Suggestion] Drop item from slot mechanic2023-09-18T20:17:28Zl rz[Suggestion] Drop item from slot mechanicSimilar to "give item from slot", but making the items dropped at the caster's position.
Since mobs with PreventOtherDrops set to true cannot drop items picked up by themselves, this mechanic can deal with this situation.Similar to "give item from slot", but making the items dropped at the caster's position.
Since mobs with PreventOtherDrops set to true cannot drop items picked up by themselves, this mechanic can deal with this situation.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/928Zombie villager mobs should have random professions if not set the Profession...2023-09-13T22:35:55Zl rzZombie villager mobs should have random professions if not set the Profession optionMythicmobs version: 5.1.4
When a mythicmob with type ZOMBIE_VILLAGER spawns, it will always be a farmer zombie villager if the mob option Profession is not set. This is unreasonable since villagers will get random professions when spawn, but zombie villagers will not.Mythicmobs version: 5.1.4
When a mythicmob with type ZOMBIE_VILLAGER spawns, it will always be a farmer zombie villager if the mob option Profession is not set. This is unreasonable since villagers will get random professions when spawn, but zombie villagers will not.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/909New attributes for HasItem condition and TakeItem skill mechanic2022-08-25T00:30:59Zl rzNew attributes for HasItem condition and TakeItem skill mechanic**1. name** #checks if the item contains specified contents in their name.
**2. lore** #checks if the item contains specified contents in their lore.
**3. skulltexture** #checks the player head's texture.
**4. skullowner** #checks the player head's owner.
**5. durability** #checks if the item's remaining durability is in a specified range. Checks the custom durability if its an MMOItem.
**6. nbt** #checks if the item contains an specified NBT tag.
**7. nbtvalue** #checks if the value of the item's specific NBT tag is corresponding. Works with nbt attribute together.
All of these attributes checks the items that have been specified by "item" attribute.
**The usage of these new attributes:**
They can detect "unwanted items" in players' inventories (or in containers) more precisely, and be helpful for us to handle them. For myself, I use MMOItems to make custom player heads but whenever players put the heads onto a block and break them, most of their NBT tags are destroyed and the dropped heads are no longer MI registered items, becoming "unwanted items" just as I described. If these new attributes can be added, then I can easily check these unwanted heads through skulltexture or skullowner attribute (based on the head texture) and turns them into correct MI registered heads again.**1. name** #checks if the item contains specified contents in their name.
**2. lore** #checks if the item contains specified contents in their lore.
**3. skulltexture** #checks the player head's texture.
**4. skullowner** #checks the player head's owner.
**5. durability** #checks if the item's remaining durability is in a specified range. Checks the custom durability if its an MMOItem.
**6. nbt** #checks if the item contains an specified NBT tag.
**7. nbtvalue** #checks if the value of the item's specific NBT tag is corresponding. Works with nbt attribute together.
All of these attributes checks the items that have been specified by "item" attribute.
**The usage of these new attributes:**
They can detect "unwanted items" in players' inventories (or in containers) more precisely, and be helpful for us to handle them. For myself, I use MMOItems to make custom player heads but whenever players put the heads onto a block and break them, most of their NBT tags are destroyed and the dropped heads are no longer MI registered items, becoming "unwanted items" just as I described. If these new attributes can be added, then I can easily check these unwanted heads through skulltexture or skullowner attribute (based on the head texture) and turns them into correct MI registered heads again.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/881[Suggestion] Extend <skill.targets> to include player information2022-08-19T04:49:35ZTad[Suggestion] Extend <skill.targets> to include player information**Summary**
Can you extend the placeholder <skill.targets> to include other information, such as.
- Sum of all targets Current HP <skill.targets.chp>
- Sum of all targets Max HP <skill.targets.mhp>
- Sum of all targets Current Mana <skill.targets.cmp>
- Sum of all targets Max Mana <skill.targets.mmp>
- Sum of all targets Levels <skill.targets.levels>
- Sum of all targets Threat <skill.targets.threat>
**Usage**
Mostly for Boss fights, however some pack fights can make use of this. You add all local players together (@PIR{50}) and determine the average Damage that can be dealt, Mob Level for scaling the Mob itself.
This will mean that Mobs can ramp difficulty based on number of players nearby.
Using the Current / Max HP can be used to calculate effective one-shot or % based DOT damage effects.
Using the Current / Max Mana can be used to apply Mana draining auras (10% mana drain), Mana Burn ect.
Using the Sum of all Levels can be used to determine Average Party level, then base Mob level from that. This then extends to the Mobs health / Damage and means Dungeons can have dynamic Mobs spawning.
**Value**
This feels like a change that will make MM able to deal with Dynamic server sizes, players ect, without having to generate multiple skills, placeholders ect to Calculate this information.
**Priority**
Unsure.
**Implementation**
As an extension to <skill.targets>, adding a sub-branch will make this simpler to use, whilst maintaining the current use case where it determines the amount of users nearby.**Summary**
Can you extend the placeholder <skill.targets> to include other information, such as.
- Sum of all targets Current HP <skill.targets.chp>
- Sum of all targets Max HP <skill.targets.mhp>
- Sum of all targets Current Mana <skill.targets.cmp>
- Sum of all targets Max Mana <skill.targets.mmp>
- Sum of all targets Levels <skill.targets.levels>
- Sum of all targets Threat <skill.targets.threat>
**Usage**
Mostly for Boss fights, however some pack fights can make use of this. You add all local players together (@PIR{50}) and determine the average Damage that can be dealt, Mob Level for scaling the Mob itself.
This will mean that Mobs can ramp difficulty based on number of players nearby.
Using the Current / Max HP can be used to calculate effective one-shot or % based DOT damage effects.
Using the Current / Max Mana can be used to apply Mana draining auras (10% mana drain), Mana Burn ect.
Using the Sum of all Levels can be used to determine Average Party level, then base Mob level from that. This then extends to the Mobs health / Damage and means Dungeons can have dynamic Mobs spawning.
**Value**
This feels like a change that will make MM able to deal with Dynamic server sizes, players ect, without having to generate multiple skills, placeholders ect to Calculate this information.
**Priority**
Unsure.
**Implementation**
As an extension to <skill.targets>, adding a sub-branch will make this simpler to use, whilst maintaining the current use case where it determines the amount of users nearby.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/864[Suggestion] Add @Forward FromOrigin=true/false2023-09-21T04:42:27ZNaiwhy[Suggestion] Add @Forward FromOrigin=true/false**Summary**
Looking for an expansion on the @Forward target to allow for FromOrigin=true/false
**Usage**
It would be able to be used in reference to @origin type objects, such as totems, projectile onEnd/onTick, as @Forward has a lockpitch option that could be used to target directional positions with reference to caster look direction accurately.
My current need for this is to use fromorigin forwards to accomplish better diagonal projectiles that will keep consistent sideoffsets while the caster changes their look pitch.
```
> - totem{ch=1;i=1;md=8;yo=0;onStart=[
> - effect:particles{p=reddust;y=0;amount=5;speed=0.0001;hS=.05;vS=.05;size=1;repeat=0;repeatInterval=10} @origin
> - totem{ch=1;i=1;md=8;yo=0;onStart=[
> - effect:particles{p=reddust;y=0;amount=5;speed=0.0001;hS=.05;vS=.05;size=1;repeat=0;repeatInterval=10} @origin
> ]} @Forward{lockpitch=true;FromOrigin=true;f=5;y=0;sideOffset=-5}
> - totem{ch=1;i=1;md=8;yo=0;onStart=[
> - effect:particles{p=reddust;yo=0;amount=5;speed=0.0001;hS=.05;vS=.05;size=1;repeat=0;repeatInterval=10} @origin
> ]} @Forward{lockpitch=true;FromOrigin=true;f=5;y=0;sideOffset=5}
> ]} @Forward{lockpitch=false;f=5;y=1.5;sideOffset=0}
```
**Value**
I believe that expanding on targeters that allow for greater ability to create adds a lot. Specifically with this feature developers could allow for interesting interactions with totems, projectiles, etc, anything origin related.
**Priority**
MOST IMPORTANT, Nah I don't think it's that important to the community overall but it would be a neat feature that would allow for greater things possible.
**Implementation**
Use whatever sorcery you have to make it compatible with origins, please.**Summary**
Looking for an expansion on the @Forward target to allow for FromOrigin=true/false
**Usage**
It would be able to be used in reference to @origin type objects, such as totems, projectile onEnd/onTick, as @Forward has a lockpitch option that could be used to target directional positions with reference to caster look direction accurately.
My current need for this is to use fromorigin forwards to accomplish better diagonal projectiles that will keep consistent sideoffsets while the caster changes their look pitch.
```
> - totem{ch=1;i=1;md=8;yo=0;onStart=[
> - effect:particles{p=reddust;y=0;amount=5;speed=0.0001;hS=.05;vS=.05;size=1;repeat=0;repeatInterval=10} @origin
> - totem{ch=1;i=1;md=8;yo=0;onStart=[
> - effect:particles{p=reddust;y=0;amount=5;speed=0.0001;hS=.05;vS=.05;size=1;repeat=0;repeatInterval=10} @origin
> ]} @Forward{lockpitch=true;FromOrigin=true;f=5;y=0;sideOffset=-5}
> - totem{ch=1;i=1;md=8;yo=0;onStart=[
> - effect:particles{p=reddust;yo=0;amount=5;speed=0.0001;hS=.05;vS=.05;size=1;repeat=0;repeatInterval=10} @origin
> ]} @Forward{lockpitch=true;FromOrigin=true;f=5;y=0;sideOffset=5}
> ]} @Forward{lockpitch=false;f=5;y=1.5;sideOffset=0}
```
**Value**
I believe that expanding on targeters that allow for greater ability to create adds a lot. Specifically with this feature developers could allow for interesting interactions with totems, projectiles, etc, anything origin related.
**Priority**
MOST IMPORTANT, Nah I don't think it's that important to the community overall but it would be a neat feature that would allow for greater things possible.
**Implementation**
Use whatever sorcery you have to make it compatible with origins, please.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/792make Projectile Tracking Bullet Type work with mythicitems, like player heads.2023-07-03T09:39:32ZPiglerthePigmake Projectile Tracking Bullet Type work with mythicitems, like player heads.**Summary**
To make Projectile's Tracking Bullet Type work with mythicitems, so that we can have our own custom player heads to follow projectile trajectory.
**Usage**
Instead of only minecraft materials and unskinned player heads, our own player heads with skins can be used, would be nice so that we don't have to continue trying to use the shootskull mechanic.
**Value**
I think it would let us make projectiles much more good looking, especially with skinned player heads and tracking bulletType.
**Priority**
I guess it isn't too important but it would be cool if it were added soon!
**Implementation**
Allow use to use a bulletItem=MyMythicItem option alongside bulletType=Tracking in the projectile mechanics**Summary**
To make Projectile's Tracking Bullet Type work with mythicitems, so that we can have our own custom player heads to follow projectile trajectory.
**Usage**
Instead of only minecraft materials and unskinned player heads, our own player heads with skins can be used, would be nice so that we don't have to continue trying to use the shootskull mechanic.
**Value**
I think it would let us make projectiles much more good looking, especially with skinned player heads and tracking bulletType.
**Priority**
I guess it isn't too important but it would be cool if it were added soon!
**Implementation**
Allow use to use a bulletItem=MyMythicItem option alongside bulletType=Tracking in the projectile mechanicshttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/785Breeding Suggestions and Updates (maybe possible within the next century or 2)2022-10-25T07:37:20ZDootudBreeding Suggestions and Updates (maybe possible within the next century or 2)**Summary**
With the introduction of ~onBreed, there is incentive to push some new features for breeding as it is rather barren in the sense that there isn't much to do with breeding in mythicmobs. I have attempted to make some sort of breeding system with skills and summoning mobs with onBreed but it is rather tedious and unrefined (the fact that I am average at using brain doesn't help either)
**Usage**
With more breeding features, it opens up more possibility for an aspect of gameplay that is lacking in minecraft itself, as breeding is rather plain in this game with no real importance other than making farms, it could become something much more interactive and engaging.
Some possible features
- Compatible Mating: Mob can be configured to determine what other mythicmobs it can breed with(if this is possible)
- Inheritance: Parent mobs could pass on basic stats such as hp, attack, movement speed, ai goals etc
- Raising time: Set timer configurable that will determine how long the offspring takes to be raised to an adult that is able to breed
- Extra lvls/mutations (from ark): Setting that allows for the possibility that the offspring will gain extra hp or some stats predetermined
- Settings that could possibly be added:
1. Chance for infertility every time an adult breeds, can be turned on or off
2. Allow mobs to have actual traits that would work kind of similarly to real life, recessive and dominant traits etc
**Value**
The value of adding breeding features is that it explores an area that is overlooked in minecraft, with little incentive to breed in vanilla. This could potentially also help attract other people to use mythicmob with this included as a premium feature(possibly), adding another reason for people to buy premium.
Furthermore, there aren't many plugins that dedicates itself towards breeding with new and unique features. With the features MM has already, it could open a lot of possibilities for server owners out there that may want this.
**Priority**
This isn't of the most importance to be added, but at least I believe it is relatively useful and important. This could push mm as one of the only plugins that helps giving a unique system of breeding to minecraft compared to simply just "feeding wheat" to animals
**Implementation**
It may be helpful to have a breeding table - it is likely easier to see what mobs have for breeding settings in a table as a separate file rather than directly added to the mob config files. Furthermore, there are some possible features mentioned above that may be useful.
I am aware that some of this is achievable already through mm despite being tedious to do, but there are a lot more possibilities with breeding as *again*, breeding isn't heavily developed in minecraft, thus pushing a useful feature.
*Below is my pathetic attempt that trying to do something for breeding, barely works but to implement this to a lot of mobs, it is rather hard and it is an unrefined system, pasted in the format changed for some reason idk why*
```yaml
MobInheritance-onSpawn:
Skills:
- CancelEvent
- randomskill{s=
[ - setvariable{type=STRING;var=caster.gender;value="male"} @self ],
[ - setvariable{type=STRING;var=caster.gender;value="female"} @self ]
} @self
- delay 20
- message{m="I am male"} @server ?variableEquals{var=caster.gender;value="male"}
- message{m="I am female"} @server ?variableEquals{var=caster.gender;value="female"}
- signal{s=BabyMob} @parent
MobInheritance-Parent:
Conditions:
- variableEquals{var=caster.mutated;value="has"} false
Skills:
- message{m="parent"} @server
- delay 5
- setvariable{type=STRING;var=target.regen_trait;value="has"} @trigger ?hasAura{n=regen_trait} #dominant
- setvariable{type=STRING;var=target.speed_trait;value="has"} @trigger ?hasAura{n=speed_trait} #dominant
- setvariable{type=STRING;var=target.health_trait;value="has"} @trigger ?hasAura{n=health_trait} #dominant
- setvariable{type=STRING;var=target.growth_trait;value="has"} @trigger ?hasAura{n=growth_trait} #recessive, trait allows mob to unlock a skill
- setvariable{type=STRING;var=target.fertile_trait;value="has"} @trigger ?hasAura{n=fertile_trait} #recessive
- setvariable{type=STRING;var=target.damage_trait;value="has"} @trigger ?hasAura{n=damage_trait} #recessive
- delay 1
- randomskill{s=
[ - aura{auraName=BreedingCooldown;d=72000} @self ] 99,
[ - setvariable{type=STRING;var=caster.infertile;value="has"} @self ] 1
} @self ?variableEquals{var=caster.fertile_trait;value"has"} castInstead [ - aura{auraName=BreedingCooldown;d=36000} @self ]
MobInheritance-Breed:
Skills:
- CancelEvent
- summon{t=Polar-Cutie;a=1} @selflocation ?variableEquals{var=caster.gender;value"female"}```**Summary**
With the introduction of ~onBreed, there is incentive to push some new features for breeding as it is rather barren in the sense that there isn't much to do with breeding in mythicmobs. I have attempted to make some sort of breeding system with skills and summoning mobs with onBreed but it is rather tedious and unrefined (the fact that I am average at using brain doesn't help either)
**Usage**
With more breeding features, it opens up more possibility for an aspect of gameplay that is lacking in minecraft itself, as breeding is rather plain in this game with no real importance other than making farms, it could become something much more interactive and engaging.
Some possible features
- Compatible Mating: Mob can be configured to determine what other mythicmobs it can breed with(if this is possible)
- Inheritance: Parent mobs could pass on basic stats such as hp, attack, movement speed, ai goals etc
- Raising time: Set timer configurable that will determine how long the offspring takes to be raised to an adult that is able to breed
- Extra lvls/mutations (from ark): Setting that allows for the possibility that the offspring will gain extra hp or some stats predetermined
- Settings that could possibly be added:
1. Chance for infertility every time an adult breeds, can be turned on or off
2. Allow mobs to have actual traits that would work kind of similarly to real life, recessive and dominant traits etc
**Value**
The value of adding breeding features is that it explores an area that is overlooked in minecraft, with little incentive to breed in vanilla. This could potentially also help attract other people to use mythicmob with this included as a premium feature(possibly), adding another reason for people to buy premium.
Furthermore, there aren't many plugins that dedicates itself towards breeding with new and unique features. With the features MM has already, it could open a lot of possibilities for server owners out there that may want this.
**Priority**
This isn't of the most importance to be added, but at least I believe it is relatively useful and important. This could push mm as one of the only plugins that helps giving a unique system of breeding to minecraft compared to simply just "feeding wheat" to animals
**Implementation**
It may be helpful to have a breeding table - it is likely easier to see what mobs have for breeding settings in a table as a separate file rather than directly added to the mob config files. Furthermore, there are some possible features mentioned above that may be useful.
I am aware that some of this is achievable already through mm despite being tedious to do, but there are a lot more possibilities with breeding as *again*, breeding isn't heavily developed in minecraft, thus pushing a useful feature.
*Below is my pathetic attempt that trying to do something for breeding, barely works but to implement this to a lot of mobs, it is rather hard and it is an unrefined system, pasted in the format changed for some reason idk why*
```yaml
MobInheritance-onSpawn:
Skills:
- CancelEvent
- randomskill{s=
[ - setvariable{type=STRING;var=caster.gender;value="male"} @self ],
[ - setvariable{type=STRING;var=caster.gender;value="female"} @self ]
} @self
- delay 20
- message{m="I am male"} @server ?variableEquals{var=caster.gender;value="male"}
- message{m="I am female"} @server ?variableEquals{var=caster.gender;value="female"}
- signal{s=BabyMob} @parent
MobInheritance-Parent:
Conditions:
- variableEquals{var=caster.mutated;value="has"} false
Skills:
- message{m="parent"} @server
- delay 5
- setvariable{type=STRING;var=target.regen_trait;value="has"} @trigger ?hasAura{n=regen_trait} #dominant
- setvariable{type=STRING;var=target.speed_trait;value="has"} @trigger ?hasAura{n=speed_trait} #dominant
- setvariable{type=STRING;var=target.health_trait;value="has"} @trigger ?hasAura{n=health_trait} #dominant
- setvariable{type=STRING;var=target.growth_trait;value="has"} @trigger ?hasAura{n=growth_trait} #recessive, trait allows mob to unlock a skill
- setvariable{type=STRING;var=target.fertile_trait;value="has"} @trigger ?hasAura{n=fertile_trait} #recessive
- setvariable{type=STRING;var=target.damage_trait;value="has"} @trigger ?hasAura{n=damage_trait} #recessive
- delay 1
- randomskill{s=
[ - aura{auraName=BreedingCooldown;d=72000} @self ] 99,
[ - setvariable{type=STRING;var=caster.infertile;value="has"} @self ] 1
} @self ?variableEquals{var=caster.fertile_trait;value"has"} castInstead [ - aura{auraName=BreedingCooldown;d=36000} @self ]
MobInheritance-Breed:
Skills:
- CancelEvent
- summon{t=Polar-Cutie;a=1} @selflocation ?variableEquals{var=caster.gender;value"female"}```AshijinAshijinhttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/774Using Vanilla "Names" in RandomSpawns2022-04-27T23:18:17ZPapaWulfUsing Vanilla "Names" in RandomSpawnshttps://pastebin.com/W3DKsJFz < - mob in question
https://pastebin.com/ASAYEjvq < - error
I'm trying to have my custom cow work in random spawns, and my disablenaturalspawns in config.yml also does not work.
https://gyazo.com/0e6afa081a76dfda59a9f6c3a869696fhttps://pastebin.com/W3DKsJFz < - mob in question
https://pastebin.com/ASAYEjvq < - error
I'm trying to have my custom cow work in random spawns, and my disablenaturalspawns in config.yml also does not work.
https://gyazo.com/0e6afa081a76dfda59a9f6c3a869696fhttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/720[SUGGESTION] Warmup Timer Placeholder2022-04-27T23:53:46ZDeity Frost[SUGGESTION] Warmup Timer Placeholder**Summary**
I hope mythic mobs devs add a placeholder for warmup timer duration of a mythic mob.
**Usage**
%mythicmobs_mobName_warmupDurationBeforeSpawn%
**Value**
It'll be very helpful if you guys add a placeholder like this that can be used with plugins such as DeluxeMenus, HolographicsDisplay, since it
can be used to create a /boss timer gui and players can check on how many hours on minutes until the world boss will spawn in that spawning area.
**Priority**
Very Important
**Implementation**
Server configurators can use %mythicmobs_mobName_warmupDurationBeforeSpawn% as a placeholder for different plugins that displays information for players.**Summary**
I hope mythic mobs devs add a placeholder for warmup timer duration of a mythic mob.
**Usage**
%mythicmobs_mobName_warmupDurationBeforeSpawn%
**Value**
It'll be very helpful if you guys add a placeholder like this that can be used with plugins such as DeluxeMenus, HolographicsDisplay, since it
can be used to create a /boss timer gui and players can check on how many hours on minutes until the world boss will spawn in that spawning area.
**Priority**
Very Important
**Implementation**
Server configurators can use %mythicmobs_mobName_warmupDurationBeforeSpawn% as a placeholder for different plugins that displays information for players.AshijinAshijinhttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/713[Suggestion] Duration/Distance in modify projectile2022-02-17T02:00:24Zdandyjay[Suggestion] Duration/Distance in modify projectile**Summary**
I think adding duration into modify projectile would allow for more complex projectile skills. I have a projectile that pierces through enemies and gets faster every time it pierces someone, but I still want it to have a max distance. If it was possible to increase this distance through each successful hit I could make the projectile a lot more balanced by rewarding players for piercing multiple enemies and punishing them for hitting nothing. Additionally, setting the duration to 0 would finally allow us to effectively **remove projectiles if a certain condition is met**.
**Usage**
Just another addition to the modifyProjectile mechanic, but instead of VELOCITY it would be DURATION and DISTANCE.
ex: - modifyProjectile{trait=DISTANCE;action=MULTIPLY;value=1.5} #makes the projectile travel 50% further than the base maxDistance
**Value**
As mentioned in the summary, this implementation will allow MM users to have more control over their projectiles to make more interesting and complex skills. Most importantly, it allows MM users to **delete projectiles that are already active**.
**Priority**
If the implementation is difficult the priority shouldn't be that high, but if it's as easy as taking the same code from VELOCITY and GRAVITY and INERTIA modifications, I think making it a quick patch would make users very happy.
**Implementation**
As mentioned above, if it's possible to just take the base modifyProjectile code and add DURATION and DISTANCE it should be a fairly easy addition.**Summary**
I think adding duration into modify projectile would allow for more complex projectile skills. I have a projectile that pierces through enemies and gets faster every time it pierces someone, but I still want it to have a max distance. If it was possible to increase this distance through each successful hit I could make the projectile a lot more balanced by rewarding players for piercing multiple enemies and punishing them for hitting nothing. Additionally, setting the duration to 0 would finally allow us to effectively **remove projectiles if a certain condition is met**.
**Usage**
Just another addition to the modifyProjectile mechanic, but instead of VELOCITY it would be DURATION and DISTANCE.
ex: - modifyProjectile{trait=DISTANCE;action=MULTIPLY;value=1.5} #makes the projectile travel 50% further than the base maxDistance
**Value**
As mentioned in the summary, this implementation will allow MM users to have more control over their projectiles to make more interesting and complex skills. Most importantly, it allows MM users to **delete projectiles that are already active**.
**Priority**
If the implementation is difficult the priority shouldn't be that high, but if it's as easy as taking the same code from VELOCITY and GRAVITY and INERTIA modifications, I think making it a quick patch would make users very happy.
**Implementation**
As mentioned above, if it's possible to just take the base modifyProjectile code and add DURATION and DISTANCE it should be a fairly easy addition.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/703Durability mechanic2022-02-08T09:55:52ZmoroseDurability mechanic**Summary**
A new mechanic called "Durability" that modifies the durability of the item held in the hand of a player. (add and remove fixed numbers and percentages of durability)
**Usage**
Creating NPCs that repair items, making players use skills in sacrifice of durability, create enchants that restore durability when fighting / breaking blocks
**Value**
Can never go wrong with more mechanics, gives more variety to NPCs, skillmechanics and a ton more
**Priority**
Not too important, would be incredibly useful for some people, but useless for others.
**Implementation**
I recently used something similar to this and it worked fine
https://www.spigotmc.org/threads/tutorial-1-18-manually-reducing-item-durability.539264/**Summary**
A new mechanic called "Durability" that modifies the durability of the item held in the hand of a player. (add and remove fixed numbers and percentages of durability)
**Usage**
Creating NPCs that repair items, making players use skills in sacrifice of durability, create enchants that restore durability when fighting / breaking blocks
**Value**
Can never go wrong with more mechanics, gives more variety to NPCs, skillmechanics and a ton more
**Priority**
Not too important, would be incredibly useful for some people, but useless for others.
**Implementation**
I recently used something similar to this and it worked fine
https://www.spigotmc.org/threads/tutorial-1-18-manually-reducing-item-durability.539264/https://git.lumine.io/mythiccraft/MythicMobs/-/issues/690Add Worldguard Flags to conditions2023-09-18T18:47:54ZLcorpOfficialAdd Worldguard Flags to conditions**Summary**
A regionflag condition would use worldguard flags as conditions directly, rather than needing to make long-winded and messy server-specific skills when it comes to side-effects of AOE skills.
**Usage**
Normally, a complex skill would have some side effects, via potion effects or otherwise. Having an ability to prevent those side effects as damage already is done would be stellar.
**Value**
Currently, to prevent effects from super fancy skills from hitting pvp-deny region players (lets say a boss region where there are raids and a lot of AOE abilities popping off) you would have to make an array of regions the skill doesn't work. Which works, but is horrendously messy. Damage is already handled well in this manner, and side effects are def not.
The main skill (already a mouthful of code, and probably a bit messy as is but that's my fault):
https://pastebin.com/WNg75A7W
the Metaskill needed currently to prevent potion effects from killing players in non pvp zones:
```yaml
demonrot:
Conditions:
- region{r=clubemerald,demonrealm,dragon,blackjack,casinofloor,casinohall,switch,bigbrainstage,catacombs,leet,mondstadt,stage} false
Skills:
- potion{type=SLOW;duration=120;lvl=4}
- potion{type=WEAKNESS;duration=120;lvl=8}
- potion{type=WITHER;duration=120;lvl=2}
```
**Priority**
Medium-Priority, not game-breaking but makes a huge difference to those who could use it and save some headaches for skill-makers.
**Implementation**
Describe how you think your suggestion should be implemented.
The ideal concept would be:
- skill{s=demonrot} @EntitiesInRadius{r=10;ignore=armorstands,villagers}
```yaml
demonrot:
Conditions:
- regionflag{f=pvp-deny} false
Skills:
- potion{type=SLOW;duration=120;lvl=4}
- potion{type=WEAKNESS;duration=120;lvl=8}
- potion{type=WITHER;duration=120;lvl=2}
```**Summary**
A regionflag condition would use worldguard flags as conditions directly, rather than needing to make long-winded and messy server-specific skills when it comes to side-effects of AOE skills.
**Usage**
Normally, a complex skill would have some side effects, via potion effects or otherwise. Having an ability to prevent those side effects as damage already is done would be stellar.
**Value**
Currently, to prevent effects from super fancy skills from hitting pvp-deny region players (lets say a boss region where there are raids and a lot of AOE abilities popping off) you would have to make an array of regions the skill doesn't work. Which works, but is horrendously messy. Damage is already handled well in this manner, and side effects are def not.
The main skill (already a mouthful of code, and probably a bit messy as is but that's my fault):
https://pastebin.com/WNg75A7W
the Metaskill needed currently to prevent potion effects from killing players in non pvp zones:
```yaml
demonrot:
Conditions:
- region{r=clubemerald,demonrealm,dragon,blackjack,casinofloor,casinohall,switch,bigbrainstage,catacombs,leet,mondstadt,stage} false
Skills:
- potion{type=SLOW;duration=120;lvl=4}
- potion{type=WEAKNESS;duration=120;lvl=8}
- potion{type=WITHER;duration=120;lvl=2}
```
**Priority**
Medium-Priority, not game-breaking but makes a huge difference to those who could use it and save some headaches for skill-makers.
**Implementation**
Describe how you think your suggestion should be implemented.
The ideal concept would be:
- skill{s=demonrot} @EntitiesInRadius{r=10;ignore=armorstands,villagers}
```yaml
demonrot:
Conditions:
- regionflag{f=pvp-deny} false
Skills:
- potion{type=SLOW;duration=120;lvl=4}
- potion{type=WEAKNESS;duration=120;lvl=8}
- potion{type=WITHER;duration=120;lvl=2}
```https://git.lumine.io/mythiccraft/MythicMobs/-/issues/685Add math/placeholder in randomskill2022-01-25T02:24:39ZxMagnatAdd math/placeholder in randomskill**Summary**
Add way to add placeholders or math in randomskill.
**Usage**
Example something like that:
randomskill{skills=UpgradeSucces '90 + %upgrade_bonus%',UpgradeFail 10}
**Value**
**Priority**
I think its not very hard to implement, but it is a very interesting future :)**Summary**
Add way to add placeholders or math in randomskill.
**Usage**
Example something like that:
randomskill{skills=UpgradeSucces '90 + %upgrade_bonus%',UpgradeFail 10}
**Value**
**Priority**
I think its not very hard to implement, but it is a very interesting future :)