MythicMobs issueshttps://git.lumine.io/mythiccraft/MythicMobs/-/issues2022-05-25T20:42:54Zhttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/671Towny Targeters/Aigoals for Mythicmobs [Suggestion]2022-05-25T20:42:54ZCABABO 2000Towny Targeters/Aigoals for Mythicmobs [Suggestion][Suggestion] Towny Targeters/Aigoals
Summary
I think it would be really useful if Towny targeters and aitargeters were added to the MythicMobs plugin. These new functions would use the plugin Towny to target the mobs town (similar to the factions implementation but with a couple differences). It would have two targeters: @SameTown and @DifferentTown. The @SameTown targeter would target mobs and players of the same town and/or allied towns and nations. The aitargeters would be SameTown, SameNation (Includes Allies) and DifferentTown. The first two targeters cause the mob to target players and mobs in the owner's town (the second extending to allies) and DifferentTown would cause the mob to target players and mobs in different towns.
Usage
The targeters would be used in skills, being used in place of @Target (works in a similar way to @Target). The aitargeters would be used in the aitargeters section, causing the mob to target certain players.
Value
Many servers run Towny, and Factions is no longer receiving updates. If you added Towny support it would open a huge gateway for possibilities for these servers. Since Factions isn't updated past 1.12 besides some forks that add too many extra features I think a 1.8 - 1.17.x option would be super useful.
MythicMobs support was also requested on the Towny side of things but they declined it saying the MythicMobs devs had to do it (although for a different feature) https://github.com/TownyAdvanced/Towny/issues/3233
Priority
I think this feature should have a medium-high priority due to the amount of servers that could use this and the usefulness of said features.
Implementation
As I stated above it would include the two targeters and the three aitargeters for MythicMobs, since this all relates to mobs and skills.[Suggestion] Towny Targeters/Aigoals
Summary
I think it would be really useful if Towny targeters and aitargeters were added to the MythicMobs plugin. These new functions would use the plugin Towny to target the mobs town (similar to the factions implementation but with a couple differences). It would have two targeters: @SameTown and @DifferentTown. The @SameTown targeter would target mobs and players of the same town and/or allied towns and nations. The aitargeters would be SameTown, SameNation (Includes Allies) and DifferentTown. The first two targeters cause the mob to target players and mobs in the owner's town (the second extending to allies) and DifferentTown would cause the mob to target players and mobs in different towns.
Usage
The targeters would be used in skills, being used in place of @Target (works in a similar way to @Target). The aitargeters would be used in the aitargeters section, causing the mob to target certain players.
Value
Many servers run Towny, and Factions is no longer receiving updates. If you added Towny support it would open a huge gateway for possibilities for these servers. Since Factions isn't updated past 1.12 besides some forks that add too many extra features I think a 1.8 - 1.17.x option would be super useful.
MythicMobs support was also requested on the Towny side of things but they declined it saying the MythicMobs devs had to do it (although for a different feature) https://github.com/TownyAdvanced/Towny/issues/3233
Priority
I think this feature should have a medium-high priority due to the amount of servers that could use this and the usefulness of said features.
Implementation
As I stated above it would include the two targeters and the three aitargeters for MythicMobs, since this all relates to mobs and skills.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/649[Suggestion] Chicken mob type get option to disable laying egg2021-12-26T15:03:19ZMuhammad Faizal Bin Abdul Aziz[Suggestion] Chicken mob type get option to disable laying egg**Summary**
i hope i can stop chicken from laying eggs randomly.
**Usage**
When you able to control the chicken from laying egg, you can make other mob type like duck or geese without the mob laying a chicken egg randomly.
**How my suggestion should be implemented**
something like..
Options:
Layegg: false**Summary**
i hope i can stop chicken from laying eggs randomly.
**Usage**
When you able to control the chicken from laying egg, you can make other mob type like duck or geese without the mob laying a chicken egg randomly.
**How my suggestion should be implemented**
something like..
Options:
Layegg: falsehttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/632[Suggestion] Add auraType options to all aura mechanics2021-11-27T11:26:57ZGhmmy[Suggestion] Add auraType options to all aura mechanics**Summary**
The auraType is similar to the auraName, but can be used to categorize/filter certain auras into 1 (debuffs, buffs, cosmetic, etc). This would allow the auraRemove mechanic to remove all auras that grant debuffs, without messing with the other auras.
**Usage**
The auraType can contain any string, just like the auraName mechanic, but can be used in multiple auras at the same time, to prevent them from overriding eachother.
An example would be
`- onDamaged{auraName=WEAKENING;auraType=debuff;multiplier=1.5} @target ~onAttack`
which will grant the aura like normally. To remove all the `debuff` aura types, it would look as follow:
`- auraremove{aura=ANY;auraType=debuff;stacks=10} @self ~onRightClick`
**Value**
This would allow users to create purge effects that wouldnt mess with auras that provide positive or cosmetic effects.
For servers that dont use a lot of auras, removing auras by name shouldnt be an issue. For servers that use countless amounts of different auras, it would be a no-go to enter all of those different auras.
**Priority**
It's crazy how I haven't come across anyone else mentioning this, but a lot of RPG games I play have some sort of purge effects that would remove either all buffs or all debuffs from a target.
**Implementation**
I would think it would be similar to how the auraName option works, in combination with the custom damage modifiers. But instead of it actually having a direct purpose, it only has effect during the auraremove mechanic or in a condition.**Summary**
The auraType is similar to the auraName, but can be used to categorize/filter certain auras into 1 (debuffs, buffs, cosmetic, etc). This would allow the auraRemove mechanic to remove all auras that grant debuffs, without messing with the other auras.
**Usage**
The auraType can contain any string, just like the auraName mechanic, but can be used in multiple auras at the same time, to prevent them from overriding eachother.
An example would be
`- onDamaged{auraName=WEAKENING;auraType=debuff;multiplier=1.5} @target ~onAttack`
which will grant the aura like normally. To remove all the `debuff` aura types, it would look as follow:
`- auraremove{aura=ANY;auraType=debuff;stacks=10} @self ~onRightClick`
**Value**
This would allow users to create purge effects that wouldnt mess with auras that provide positive or cosmetic effects.
For servers that dont use a lot of auras, removing auras by name shouldnt be an issue. For servers that use countless amounts of different auras, it would be a no-go to enter all of those different auras.
**Priority**
It's crazy how I haven't come across anyone else mentioning this, but a lot of RPG games I play have some sort of purge effects that would remove either all buffs or all debuffs from a target.
**Implementation**
I would think it would be similar to how the auraName option works, in combination with the custom damage modifiers. But instead of it actually having a direct purpose, it only has effect during the auraremove mechanic or in a condition.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/614clickbutton and gotoblock ai goals2023-09-19T21:02:33ZGhost Userclickbutton and gotoblock ai goals**Summary**
First of all thanks gilab for clearing my description.
I would like to have 2 ai goals to be added, click button, and go to block (closest block of a type, for example dirt)
**Usage**
Could be used to recreate mobs like copper golem
**Value**
I saw people wanting that in discord, so i suggested it
**Priority**
Normal, not low not high
**Implementation**
As an ai goal, if thats what you mean**Summary**
First of all thanks gilab for clearing my description.
I would like to have 2 ai goals to be added, click button, and go to block (closest block of a type, for example dirt)
**Usage**
Could be used to recreate mobs like copper golem
**Value**
I saw people wanting that in discord, so i suggested it
**Priority**
Normal, not low not high
**Implementation**
As an ai goal, if thats what you meanhttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/593Mythic Mobs Drops integration with Magic Wands2021-10-27T07:24:48ZTheDarthFatherMythic Mobs Drops integration with Magic Wands**Summary**
Please integrate with the Magic plugin to allow Mytic mobs to drop Magic wands.
**Value**
Magic wands enriches any server!
**Priority**
High for me, I would assume less for you as is not done yet :)
**Implementation**
Standard API: https://github.com/elBukkit/MagicPlugin/blob/master/MagicAPI/src/main/java/com/elmakers/mine/bukkit/api/magic/MageController.java#L121
Wands & Items: https://github.com/elBukkit/MagicPlugin/tree/master/MagicAPI**Summary**
Please integrate with the Magic plugin to allow Mytic mobs to drop Magic wands.
**Value**
Magic wands enriches any server!
**Priority**
High for me, I would assume less for you as is not done yet :)
**Implementation**
Standard API: https://github.com/elBukkit/MagicPlugin/blob/master/MagicAPI/src/main/java/com/elmakers/mine/bukkit/api/magic/MageController.java#L121
Wands & Items: https://github.com/elBukkit/MagicPlugin/tree/master/MagicAPIPineapplePineapplehttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/575Use variables in AI Goals2021-10-08T06:38:47ZTheSlapDoctorUse variables in AI Goals**Summary**
I'd like to be able to use variables when setting AI goals. At the moment something like `'runaigoalselector{goal=goto <caster.var.xDest>,<caster.var.yDest>,<caster.var.zDest>}'` returns a parse error. At the moment the runaigoalselector mechanic seems to handle this naively, directly setting the AI goals as 'goto <caster.. etc.>
**Usage**
Being able to parse variables when setting goals opens a lot of options that are impossible with the current implementation. For example, we could allow skills change the goals of a mob programmatically, allowing for more complex and interesting behaviour.
**Value**
Probably a lot, but specifically I want to use it to make things like wandering parties of mobs that are persistent in the world, or allow skills to trigger to direct mobs to certain areas or on certain patrol paths.
**Priority**
High, because I personally want it and think it'd be cool.
**Implementation**
Changing the AI goals system to allow for variables might be difficult, but letting the `runaigoalselector` mechanic parse the variables into their values before actually setting the AI goal might work more easily.
Thanks.**Summary**
I'd like to be able to use variables when setting AI goals. At the moment something like `'runaigoalselector{goal=goto <caster.var.xDest>,<caster.var.yDest>,<caster.var.zDest>}'` returns a parse error. At the moment the runaigoalselector mechanic seems to handle this naively, directly setting the AI goals as 'goto <caster.. etc.>
**Usage**
Being able to parse variables when setting goals opens a lot of options that are impossible with the current implementation. For example, we could allow skills change the goals of a mob programmatically, allowing for more complex and interesting behaviour.
**Value**
Probably a lot, but specifically I want to use it to make things like wandering parties of mobs that are persistent in the world, or allow skills to trigger to direct mobs to certain areas or on certain patrol paths.
**Priority**
High, because I personally want it and think it'd be cool.
**Implementation**
Changing the AI goals system to allow for variables might be difficult, but letting the `runaigoalselector` mechanic parse the variables into their values before actually setting the AI goal might work more easily.
Thanks.PineapplePineapplehttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/574Lower EntityDamageByEntityEvent Listener Priority2021-10-08T06:38:21ZAlexander ZhouLower EntityDamageByEntityEvent Listener Priority**Summary**
Can MythicMobs lower the priority of its event listener? Right now as it is, unless I set my plugin listener to HIGHEST event listener priority, anything I do to the damage event is just overridden by MythicMobs.
**Usage**
I have a few plugins that buff defense for players, but they don't work. I have to both set my plugin to highest priority AND make it load after MythicMobs for the changes to stick, and it defeats the purpose of having event priorities.
**Value**
Makes MythicMobs easier to use for a general RPG platform!
**Priority**
I think medium priority, because theoretically it should just take seconds to change the event listener priority from HIGHEST to NORMAL, but I don't know what the code looks like. All I know is that it seems all mythicmobs does is set the damage number at the highest priority with no heed to what it was before.
**Implementation**
Change EntityDamageByEntityEvent listener priority from HIGHEST to NORMAL.**Summary**
Can MythicMobs lower the priority of its event listener? Right now as it is, unless I set my plugin listener to HIGHEST event listener priority, anything I do to the damage event is just overridden by MythicMobs.
**Usage**
I have a few plugins that buff defense for players, but they don't work. I have to both set my plugin to highest priority AND make it load after MythicMobs for the changes to stick, and it defeats the purpose of having event priorities.
**Value**
Makes MythicMobs easier to use for a general RPG platform!
**Priority**
I think medium priority, because theoretically it should just take seconds to change the event listener priority from HIGHEST to NORMAL, but I don't know what the code looks like. All I know is that it seems all mythicmobs does is set the damage number at the highest priority with no heed to what it was before.
**Implementation**
Change EntityDamageByEntityEvent listener priority from HIGHEST to NORMAL.PineapplePineapplehttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/570Left/Right Lunges2021-10-05T00:36:30ZAzoriasLeft/Right Lunges**Summary**
Add arguments to the Lunge mechanic (https://git.mythiccraft.io/mythiccraft/MythicMobs/-/wikis/skills/mechanics/lunge)
for directions: left/right.
This will allow the mob to lunge left/right instead of only forward.
**Usage**
`- lunge{velocity=1.5;velocityY=0;direction=forward/back/left/right} @Target
**Value**
Mobs currently have to nice ways to move to the left/right.
The only way I've seen it done is 10+ line abilities using totems which are difficult to configure.
**Priority**
Medium/low.
Its not really important, but it should be easy to do.
**Implementation**
No idea what this is asking**Summary**
Add arguments to the Lunge mechanic (https://git.mythiccraft.io/mythiccraft/MythicMobs/-/wikis/skills/mechanics/lunge)
for directions: left/right.
This will allow the mob to lunge left/right instead of only forward.
**Usage**
`- lunge{velocity=1.5;velocityY=0;direction=forward/back/left/right} @Target
**Value**
Mobs currently have to nice ways to move to the left/right.
The only way I've seen it done is 10+ line abilities using totems which are difficult to configure.
**Priority**
Medium/low.
Its not really important, but it should be easy to do.
**Implementation**
No idea what this is askinghttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/568Partlcle Box need a new attribute2021-10-03T04:29:24ZSharkGirl kunjangPartlcle Box need a new attribute**Summary**
Particle Box mechanic need a new attribute.
**Usage**
Particle Box mechanic need a attribute to control the number of selected points.
**Value**
for example, if i set attribute: amount to 100, this mechanic will shows 100x100=10000 particles, I think it is badly for poorly configured servers
**Priority**
Add a new attribute in the next dev version, Because the problem is too old.
**Implementation**
Just add a new attribute for ParticleBox to control the number of selected points.**Summary**
Particle Box mechanic need a new attribute.
**Usage**
Particle Box mechanic need a attribute to control the number of selected points.
**Value**
for example, if i set attribute: amount to 100, this mechanic will shows 100x100=10000 particles, I think it is badly for poorly configured servers
**Priority**
Add a new attribute in the next dev version, Because the problem is too old.
**Implementation**
Just add a new attribute for ParticleBox to control the number of selected points.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/520Spawner Cooldown - Placeholder?2023-02-02T15:38:01ZAgentPieCZSpawner Cooldown - Placeholder?Hi, i would like to know, if its possible to make spawner cooldown placeholder? it would save me( and i think not only me ) so much time ,bcs i need to figure out some way to say players, boss is spawning after idk 15 minutes. i did it by really weird way, but it somehow works, anyway, it says only +- time , when server tps going down, skill is slowed, but cooldown on spawner no.Hi, i would like to know, if its possible to make spawner cooldown placeholder? it would save me( and i think not only me ) so much time ,bcs i need to figure out some way to say players, boss is spawning after idk 15 minutes. i did it by really weird way, but it somehow works, anyway, it says only +- time , when server tps going down, skill is slowed, but cooldown on spawner no.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/513BlockBreak mechanic consuming item durability2021-09-24T10:03:35ZhectozulBlockBreak mechanic consuming item durability**Summary**
Describe the bug encountered in detail.
**Steps to reproduce**
Provide a full set of steps used to reproduce the bug, including links to ***SEPARATE*** Pastebin pastes for each relevant configuration file.
**Current behavior**
A pickaxe created with MythicMobs item system never lose durability.
**Intended correct behavior**
The pickaxe must lose durability for using it
**Server log file**
https://paste.denizenscript.com/View/87423
**Proposed fixes**
The bug occurs with the usage of
> - breakblock{forcesync=true;doEffect=true;doDrops=true;useTool=true}
> BlockBreak:
> TargetConditions:
> - blocktype{type=AIR,BEDROCK,CAVE_AIR,OBSIDIAN,CRYING_OBSIDIAN} false
> Skills:
> - breakblock{forcesync=true;doEffect=true;doDrops=true;useTool=true}
MythicMobs Item
> PicoTNT:
> Id: WOOD_PICKAXE
> Display: '&6Pico de &4T&fN&4T'
> Options:
> Unbreakable: false
> Skills:
> - skill{skill=PicoTNT} @targetlocation ~onBlockBreak
> - skill{skill=EfectoExplosivo} @targetlocation ~onBlockBreak
> - ConsumeUsedDurability @Trigger ~onSwing
Skills
> PicoTNT:
> Skills:
> - skill{s=BlockBreak} @BlocksInRadius{r=1;shape=cube}
> EfectoExplosivo:
> Cooldown: 0.5
> Skills:
> - effect:explosion
> BlockBreak:
> TargetConditions:
> - blocktype{type=AIR,BEDROCK,CAVE_AIR,OBSIDIAN,CRYING_OBSIDIAN} false
> Skills:
> - breakblock{forcesync=true;doEffect=true;doDrops=true;useTool=true}
This pickaxe, no matter the material, is inmortal, it only starts losing durability if a block included in the Condition is mined.
for example, I added STONE in the
> type=AIR,BEDROCK,CAVE_AIR,OBSIDIAN,CRYING_OBSIDIAN,STONE
and the pickaxe loses durability but if I mine anything else the pickaxe will never lose durability.
![2021-08-16_13-12-40](/uploads/37f0e4614d316d17765940683a8b08d4/2021-08-16_13-12-40.mp4)
This is the vid with STONE excluded.
![2021-08-16_13-46-41](/uploads/20821aa5c2d6c1fc29bfc99b2b7e0f06/2021-08-16_13-46-41.mp4)**Summary**
Describe the bug encountered in detail.
**Steps to reproduce**
Provide a full set of steps used to reproduce the bug, including links to ***SEPARATE*** Pastebin pastes for each relevant configuration file.
**Current behavior**
A pickaxe created with MythicMobs item system never lose durability.
**Intended correct behavior**
The pickaxe must lose durability for using it
**Server log file**
https://paste.denizenscript.com/View/87423
**Proposed fixes**
The bug occurs with the usage of
> - breakblock{forcesync=true;doEffect=true;doDrops=true;useTool=true}
> BlockBreak:
> TargetConditions:
> - blocktype{type=AIR,BEDROCK,CAVE_AIR,OBSIDIAN,CRYING_OBSIDIAN} false
> Skills:
> - breakblock{forcesync=true;doEffect=true;doDrops=true;useTool=true}
MythicMobs Item
> PicoTNT:
> Id: WOOD_PICKAXE
> Display: '&6Pico de &4T&fN&4T'
> Options:
> Unbreakable: false
> Skills:
> - skill{skill=PicoTNT} @targetlocation ~onBlockBreak
> - skill{skill=EfectoExplosivo} @targetlocation ~onBlockBreak
> - ConsumeUsedDurability @Trigger ~onSwing
Skills
> PicoTNT:
> Skills:
> - skill{s=BlockBreak} @BlocksInRadius{r=1;shape=cube}
> EfectoExplosivo:
> Cooldown: 0.5
> Skills:
> - effect:explosion
> BlockBreak:
> TargetConditions:
> - blocktype{type=AIR,BEDROCK,CAVE_AIR,OBSIDIAN,CRYING_OBSIDIAN} false
> Skills:
> - breakblock{forcesync=true;doEffect=true;doDrops=true;useTool=true}
This pickaxe, no matter the material, is inmortal, it only starts losing durability if a block included in the Condition is mined.
for example, I added STONE in the
> type=AIR,BEDROCK,CAVE_AIR,OBSIDIAN,CRYING_OBSIDIAN,STONE
and the pickaxe loses durability but if I mine anything else the pickaxe will never lose durability.
![2021-08-16_13-12-40](/uploads/37f0e4614d316d17765940683a8b08d4/2021-08-16_13-12-40.mp4)
This is the vid with STONE excluded.
![2021-08-16_13-46-41](/uploads/20821aa5c2d6c1fc29bfc99b2b7e0f06/2021-08-16_13-46-41.mp4)https://git.lumine.io/mythiccraft/MythicMobs/-/issues/402Possible addictions for "Inside" condition and "shoot" skill2021-12-29T06:27:17ZHivanePossible addictions for "Inside" condition and "shoot" skill
1) Implementation of an attribute for the condition "Inside" (https://www.mythicmobs.net/manual/doku.php/conditions/inside) that tells you the maximum height in which the condition can considered as true:
2) Implementation of two attributes/options related to the "shoot" skill (https://www.mythicmobs.net/manual/doku.php/skills/mechanics/shoot), which are: 1. an option that makes the caster to shoot an arrow on fire; 2. an option that makes the caster to shoot a tipped arrow/spectral arrow.
Describe your suggestion in detail.
1) For example"Inside{y=10}" would mean that the mob doesn't have a block above him for 10 units, and therefore the condition is true; while if there is a block at 9 units, the condition then is considered as false. Since this condition has also its alter-ego "Outside", it could be made the same thing for it too.
2) The concept of this one is simple:
- To make the caster able to shoot an arrow on fire it could be either added as a different type of projectile, or as an attribute
(Example: flame=boolean)
- To make the caster able to shoot a tipped arrow, maybe you could add an attribute, that of course would work only if the projectile
is an arrow, which makes you decide which type of tipped arrow the caster should shoot (Example: potionarrow=poison; this would
make the caster able to shoot a poison arrow; another Example: potionarrow=glowing would make the caster able to shoot a spectral
arrow)
Describe how your suggestion would be used.
Describe what value your suggestion adds to the project.
The suggestion (1) could let the person able to set up a skill that activates only when the mob doesn't have any block above him in the specific amount of units/height checked.
Personally I would really like for it to be added so that I can use it as a condition for a skill based on the usage of fireworks: How it would work is that the mob launches a firework to warn/ask for assistance to mobs of the same faction. If I would put the condition as it is right now, it would work like this: Lets suppose the mob in a specific instant is at coordinates x=10;y=80;z=20... If at x=10; *y=200*;z=20 there is a block, then the skill would not get casted
The suggestion (2) about the flaming arrow would add what I think it should be a basic option for the "shoot" skill (Just to put a note: This could be mainly defined as something related more to the "aesthetic" of the arrow, since the fire damage could be simulated by using the Ignite skill, but I still think this could be a really great and simple addiction).
The other suggestion related to the tipped arrow, I think it could be something more related to the "aesthetic" since it could be used the "potion" skill, but I also think this could be a great addiction that could make the skill 100% completed
Describe what priority you think this suggestion should have and why.
New Attribute related to "Inside" condition --> high priority
New two Attributes related to "shoot" skill (For flaming arrow and tipped arrow) --> medium priority
Describe how you think your suggestion should be implemented.
- About the flame arrow maybe you could try to play around with the nbt tag "Fire" (Example: Fire:9999 keeps the arrow on fire for 9999 ticks)
- The spectral arrow can be added as a different projectile type, since after all it is considered as a separated entity from the regular arrow; While for the tipped arrows maybe you could play around with the nbt tag "CustomPotionEffects"
1) Implementation of an attribute for the condition "Inside" (https://www.mythicmobs.net/manual/doku.php/conditions/inside) that tells you the maximum height in which the condition can considered as true:
2) Implementation of two attributes/options related to the "shoot" skill (https://www.mythicmobs.net/manual/doku.php/skills/mechanics/shoot), which are: 1. an option that makes the caster to shoot an arrow on fire; 2. an option that makes the caster to shoot a tipped arrow/spectral arrow.
Describe your suggestion in detail.
1) For example"Inside{y=10}" would mean that the mob doesn't have a block above him for 10 units, and therefore the condition is true; while if there is a block at 9 units, the condition then is considered as false. Since this condition has also its alter-ego "Outside", it could be made the same thing for it too.
2) The concept of this one is simple:
- To make the caster able to shoot an arrow on fire it could be either added as a different type of projectile, or as an attribute
(Example: flame=boolean)
- To make the caster able to shoot a tipped arrow, maybe you could add an attribute, that of course would work only if the projectile
is an arrow, which makes you decide which type of tipped arrow the caster should shoot (Example: potionarrow=poison; this would
make the caster able to shoot a poison arrow; another Example: potionarrow=glowing would make the caster able to shoot a spectral
arrow)
Describe how your suggestion would be used.
Describe what value your suggestion adds to the project.
The suggestion (1) could let the person able to set up a skill that activates only when the mob doesn't have any block above him in the specific amount of units/height checked.
Personally I would really like for it to be added so that I can use it as a condition for a skill based on the usage of fireworks: How it would work is that the mob launches a firework to warn/ask for assistance to mobs of the same faction. If I would put the condition as it is right now, it would work like this: Lets suppose the mob in a specific instant is at coordinates x=10;y=80;z=20... If at x=10; *y=200*;z=20 there is a block, then the skill would not get casted
The suggestion (2) about the flaming arrow would add what I think it should be a basic option for the "shoot" skill (Just to put a note: This could be mainly defined as something related more to the "aesthetic" of the arrow, since the fire damage could be simulated by using the Ignite skill, but I still think this could be a really great and simple addiction).
The other suggestion related to the tipped arrow, I think it could be something more related to the "aesthetic" since it could be used the "potion" skill, but I also think this could be a great addiction that could make the skill 100% completed
Describe what priority you think this suggestion should have and why.
New Attribute related to "Inside" condition --> high priority
New two Attributes related to "shoot" skill (For flaming arrow and tipped arrow) --> medium priority
Describe how you think your suggestion should be implemented.
- About the flame arrow maybe you could try to play around with the nbt tag "Fire" (Example: Fire:9999 keeps the arrow on fire for 9999 ticks)
- The spectral arrow can be added as a different projectile type, since after all it is considered as a separated entity from the regular arrow; While for the tipped arrows maybe you could play around with the nbt tag "CustomPotionEffects"https://git.lumine.io/mythiccraft/MythicMobs/-/issues/395@Tag= Targeter2021-05-15T10:43:18ZYipsters@Tag= TargeterAn @Tag= Targeter to help people that aren't as adept with Mythic Mobs yet, but have some knowledge of commands.
Describe your suggestion in detail.
It would simply be used as a targeter for people that aren't as adept with Mythic Mobs
Describe how your suggestion would be used.
It helps newbies
Describe what value your suggestion adds to the project.
Seems like something that would be really low priority because you guys seems to like making things less reliant on commands each update
Describe what priority you think this suggestion should have and why.
Just added as another targeter
Describe how you think your suggestion should be implemented.An @Tag= Targeter to help people that aren't as adept with Mythic Mobs yet, but have some knowledge of commands.
Describe your suggestion in detail.
It would simply be used as a targeter for people that aren't as adept with Mythic Mobs
Describe how your suggestion would be used.
It helps newbies
Describe what value your suggestion adds to the project.
Seems like something that would be really low priority because you guys seems to like making things less reliant on commands each update
Describe what priority you think this suggestion should have and why.
Just added as another targeter
Describe how you think your suggestion should be implemented.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/371Option to make trident unlootable when using the skill -shoot-2022-02-12T08:14:36ZThibault AIELLOOption to make trident unlootable when using the skill -shoot-**Summary**
Adding an option to make it possible for the shoot projectile to be UNLOOTABLE (Like Trident for example, it is a way to duplicate them)
**Usage**
Allow players to use the shoot skill without worrying about duping trident or others projectiles
**Value**
Disallowing dupe on server
**Priority**
MORE THAN HIGH, because it is obvious i can't use the shoot skill with a trident if it dupes the trident and i can loot it.
**Implementation**
an option : loot=true in the
- shoot{type=TRIDENT;damage=2;ontick=Slowtrident-Tick;onhit=Slowtrident-Hit;v=1;poweraffectsvelocity=false} @Forward{f=10;y=1.0}**Summary**
Adding an option to make it possible for the shoot projectile to be UNLOOTABLE (Like Trident for example, it is a way to duplicate them)
**Usage**
Allow players to use the shoot skill without worrying about duping trident or others projectiles
**Value**
Disallowing dupe on server
**Priority**
MORE THAN HIGH, because it is obvious i can't use the shoot skill with a trident if it dupes the trident and i can loot it.
**Implementation**
an option : loot=true in the
- shoot{type=TRIDENT;damage=2;ontick=Slowtrident-Tick;onhit=Slowtrident-Hit;v=1;poweraffectsvelocity=false} @Forward{f=10;y=1.0}https://git.lumine.io/mythiccraft/MythicMobs/-/issues/279More options for breedable Mythicmobs2021-01-30T09:14:09ZrealflamegirlMore options for breedable Mythicmobs**Summary**
Currently, if a MythicMob using say, sheep ai breeds with another Mythicmob of the same type, the resulting baby is just a normal sheep. It would be nice if it could be set to become a designated mob instead. It'd also be cool if the breeding requirements could be changed.
**Usage**
Mythicmobs can reproduce.
**Value**
People can actually breed Mythicmobs. This opens up options for mobs that people want to make more of, like farm animals.
**Priority**
Medium. A useful mechanic but not going to break the plugin if not added.
**Implementation**
A mechanic and trigger? The breed mechanic could ask for how many mobs required to be in a certain state, the type of mob to spawn, how many to spawn, and xp. When they breed successfully they do the usual walk into each other's faces and a mob pops out in the middle.
The trigger could just be an onInteract with the requirement of a certain item being held, and once used taken away from the inventory and state set to breeding for a specified time. But at the moment the onclick mechanic can't remove the required item from a player's inventory. Going to make that another suggestion post.**Summary**
Currently, if a MythicMob using say, sheep ai breeds with another Mythicmob of the same type, the resulting baby is just a normal sheep. It would be nice if it could be set to become a designated mob instead. It'd also be cool if the breeding requirements could be changed.
**Usage**
Mythicmobs can reproduce.
**Value**
People can actually breed Mythicmobs. This opens up options for mobs that people want to make more of, like farm animals.
**Priority**
Medium. A useful mechanic but not going to break the plugin if not added.
**Implementation**
A mechanic and trigger? The breed mechanic could ask for how many mobs required to be in a certain state, the type of mob to spawn, how many to spawn, and xp. When they breed successfully they do the usual walk into each other's faces and a mob pops out in the middle.
The trigger could just be an onInteract with the requirement of a certain item being held, and once used taken away from the inventory and state set to breeding for a specified time. But at the moment the onclick mechanic can't remove the required item from a player's inventory. Going to make that another suggestion post.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/240Add a hitTransparentBlocks option to the projectile mechanic (and other mecha...2020-12-25T03:23:27ZGrumblinAdd a hitTransparentBlocks option to the projectile mechanic (and other mechanics)**Summary**
Currently, you can't hit a select few blocks based on the opacity of a block; this option would allow for mechanics to hit those blocks.
A link to all the blocks this would effect - https://cdn.discordapp.com/attachments/738651619071230033/791866269216800768/unknown.png
**Usage**
It would be an attribute for, at least, the projectile mechanic.
**Value**
Gives more options for blocks to be hit by mechanics.
**Priority**
Low, I don't think this would be massively used, but it would be very nice to have.**Summary**
Currently, you can't hit a select few blocks based on the opacity of a block; this option would allow for mechanics to hit those blocks.
A link to all the blocks this would effect - https://cdn.discordapp.com/attachments/738651619071230033/791866269216800768/unknown.png
**Usage**
It would be an attribute for, at least, the projectile mechanic.
**Value**
Gives more options for blocks to be hit by mechanics.
**Priority**
Low, I don't think this would be massively used, but it would be very nice to have.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/155Add commas in <caster.hp> suggestion2020-11-26T01:04:05ZJohnnnnnnnyAdd commas in <caster.hp> suggestion**Summary**
With <caster.hp> and <caster.mhp> pr anything in general that displays health, to add commas into it. For example 1,000,000 instead of 1000000
**Usage**
It would be used in any way that its used already
**Value**
Its a general quality of life change as its easier to read and it also looks alot more professional and tidy.
**Priority**
It is not very serious, so I would say low priority as its not needed in an instant.
**Implementation**
I dont know how to explain this for this suggestion, it seems pretty straight forward to undeestand what it does anyway.**Summary**
With <caster.hp> and <caster.mhp> pr anything in general that displays health, to add commas into it. For example 1,000,000 instead of 1000000
**Usage**
It would be used in any way that its used already
**Value**
Its a general quality of life change as its easier to read and it also looks alot more professional and tidy.
**Priority**
It is not very serious, so I would say low priority as its not needed in an instant.
**Implementation**
I dont know how to explain this for this suggestion, it seems pretty straight forward to undeestand what it does anyway.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/124Feature Request: Cast Bar Color option2020-10-13T11:57:02ZTrinity VegaFeature Request: Cast Bar Color optionThough the light blue is a nice color, I would like to change the cast bar color to something else if I wanted to. Is there a way we can add this please? <3![2020-10-02_14.45.04](/uploads/baac0d1e35c73d7aca63beddbba4f2a7/2020-10-02_14.45.04.png)Though the light blue is a nice color, I would like to change the cast bar color to something else if I wanted to. Is there a way we can add this please? <3![2020-10-02_14.45.04](/uploads/baac0d1e35c73d7aca63beddbba4f2a7/2020-10-02_14.45.04.png)https://git.lumine.io/mythiccraft/MythicMobs/-/issues/117Piglin with custom trades2020-10-01T20:08:55ZDerzhaPiglin with custom trades**Summary**
Customization of piglin drop trades.
**Usage**
Options to choose item to use in trades and rewards.
**Value**
Take advantage of the mechanics that piglins provide in 1.16.
**Priority**
Medium, but i can say that all of us want to have it.
**Implementation**
Similar to how villagers are customized but it works by %, using piglins system**Summary**
Customization of piglin drop trades.
**Usage**
Options to choose item to use in trades and rewards.
**Value**
Take advantage of the mechanics that piglins provide in 1.16.
**Priority**
Medium, but i can say that all of us want to have it.
**Implementation**
Similar to how villagers are customized but it works by %, using piglins systemhttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/35Upgrade shield mechanic2020-08-30T08:44:08ZTheAnonimUpgrade shield mechanic**Summary**
New option for Shield mechanic: decreasetime - should the shield decrease and when shield will disappear in ticks
**Usage**
To give users temp shields that will decrease after a while
**Value**
Bigger mechanic usage
**Priority**
3/10. Not very important but would be cool.**Summary**
New option for Shield mechanic: decreasetime - should the shield decrease and when shield will disappear in ticks
**Usage**
To give users temp shields that will decrease after a while
**Value**
Bigger mechanic usage
**Priority**
3/10. Not very important but would be cool.