MythicMobs issueshttps://git.lumine.io/mythiccraft/MythicMobs/-/issues2022-03-21T23:55:20Zhttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/585Left Arrow Placeholder2022-03-21T23:55:20Zjustin bLeft Arrow PlaceholderCreate a placeholder so you can use Left Arrows < in messages
Low Priority
![Arrowplaceholder](/uploads/94b764261db94e6ce23856fff0c7a195/Arrowplaceholder.png)Create a placeholder so you can use Left Arrows < in messages
Low Priority
![Arrowplaceholder](/uploads/94b764261db94e6ce23856fff0c7a195/Arrowplaceholder.png)PineapplePineapplehttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/274Arrows don't disappear when hitting arrows in the shoot mechanism2022-08-19T07:08:08ZcrstonArrows don't disappear when hitting arrows in the shoot mechanism**Summary**
If you hit the enemy, the arrow should disappear
**Usage**
Anyone using the shoot mechanism will be welcome.
**Value**
Will be more perfect
**Priority**
Top 3.
This bouncing phenomenon can make it gritty with the shoot mechanism.
**Implementation**
If you hit it, you will have to make the arrow disappear**Summary**
If you hit the enemy, the arrow should disappear
**Usage**
Anyone using the shoot mechanism will be welcome.
**Value**
Will be more perfect
**Priority**
Top 3.
This bouncing phenomenon can make it gritty with the shoot mechanism.
**Implementation**
If you hit it, you will have to make the arrow disappearhttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/1506Variable Conditions (VariableIsSet, VariableEquals, VariableinRange, etc) do ...2024-02-24T03:34:06ZIonTechVariable Conditions (VariableIsSet, VariableEquals, VariableinRange, etc) do not correctly parse nested placeholdersSorry about the previous issue - messed up that test case when debugging pretty badly. But this was the main issue I was attempting to debug.
```
test-conditions-cast:
Skills:
- skill{s=test-conditions-exec;id=tester} @self
test-conditions-exec:
Skills:
- setvariable{var=caster.<skill.id>;value="hello";type=STRING} @self
- skill{s=test-conditions-eval} @self
test-conditions-eval:
Conditions:
- varisset{name=caster.<skill.id>} orelsecast test-conditions-notset
# - varisset{name=caster.tester} orelsecast test-conditions-notset
Skills:
- message{m="Variable set, <caster.var.<skill.id>>"}
test-conditions-notset:
Skills:
- message{m="Variable not set, <caster.var.<skill.id>>"}
```
This will return Variable not set, even though caster.<skill.id> is set. However if instead I check for
```
- varisset{name=caster.tester}
```
which should be equal to
```
- varisset{name=caster.<skill.id>}
```
I get Variable set.
This is also the case for the other variable placeholders I've tested so far.Sorry about the previous issue - messed up that test case when debugging pretty badly. But this was the main issue I was attempting to debug.
```
test-conditions-cast:
Skills:
- skill{s=test-conditions-exec;id=tester} @self
test-conditions-exec:
Skills:
- setvariable{var=caster.<skill.id>;value="hello";type=STRING} @self
- skill{s=test-conditions-eval} @self
test-conditions-eval:
Conditions:
- varisset{name=caster.<skill.id>} orelsecast test-conditions-notset
# - varisset{name=caster.tester} orelsecast test-conditions-notset
Skills:
- message{m="Variable set, <caster.var.<skill.id>>"}
test-conditions-notset:
Skills:
- message{m="Variable not set, <caster.var.<skill.id>>"}
```
This will return Variable not set, even though caster.<skill.id> is set. However if instead I check for
```
- varisset{name=caster.tester}
```
which should be equal to
```
- varisset{name=caster.<skill.id>}
```
I get Variable set.
This is also the case for the other variable placeholders I've tested so far.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1491[SUGGESTION] Allow MMOITEMS to be used for FANCYDROPS2024-02-19T01:48:15ZTimmie[SUGGESTION] Allow MMOITEMS to be used for FANCYDROPS**Summary**
People like the FancyDrops feature a lot! For people that use MMOITEMS make it possible to support.
**Usage**
- mmoitems{type=FOOD;id=CARROT;itemglow=GOLD;hn=true;lootsplosion=true;vfxmaterial=POTION;vfxdata=21;vfxc=#55ff55} 1 1
**Value**
I know a lot of people use MMOITEMS and I know that people like to use it. Because most people that use MMOITEMS also use MM.
**Priority**
I think this should have a HIGH priority. FancyDrops is such a nice update, everyone use MM should be able to use it.
**Implementation**
The same as the normal Vanilla or MM-items**Summary**
People like the FancyDrops feature a lot! For people that use MMOITEMS make it possible to support.
**Usage**
- mmoitems{type=FOOD;id=CARROT;itemglow=GOLD;hn=true;lootsplosion=true;vfxmaterial=POTION;vfxdata=21;vfxc=#55ff55} 1 1
**Value**
I know a lot of people use MMOITEMS and I know that people like to use it. Because most people that use MMOITEMS also use MM.
**Priority**
I think this should have a HIGH priority. FancyDrops is such a nice update, everyone use MM should be able to use it.
**Implementation**
The same as the normal Vanilla or MM-itemshttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/1482Variable Nesting does not work for Skill Parameters2024-02-10T08:44:06ZIonTechVariable Nesting does not work for Skill ParametersWhen nesting a variable inside a skill parameter (Such as in the skill below), variable nesting does not work.
Casting the skill test-nest-cast 4 times should return
test1
test2
test3
test4
Instead, the placeholder does not parse. (Yes, I'm trying to make a crude Map work in MM)
[test-nestedvar-skills.yml](/uploads/57c83efecc554e6b9ba668c73e77c95b/test-nestedvar-skills.yml)
![image](/uploads/b256de495c03d3dde3b3df128dff2bbc/image.png)When nesting a variable inside a skill parameter (Such as in the skill below), variable nesting does not work.
Casting the skill test-nest-cast 4 times should return
test1
test2
test3
test4
Instead, the placeholder does not parse. (Yes, I'm trying to make a crude Map work in MM)
[test-nestedvar-skills.yml](/uploads/57c83efecc554e6b9ba668c73e77c95b/test-nestedvar-skills.yml)
![image](/uploads/b256de495c03d3dde3b3df128dff2bbc/image.png)AshijinAshijinhttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/1480<target.name> placeholder shows name for player who is looking at chat, not t...2024-02-10T08:44:06ZMithrandir<target.name> placeholder shows name for player who is looking at chat, not target name<target.name> Is displaying the name of the player that is looking at the placeholder.
Essentially, it will display my own name if I'm just standing there and aren't even being targeted by anything.
Expected outcome: <target.name> should display the name of the player that is being targeted by the mob or origin that ran the message skill.<target.name> Is displaying the name of the player that is looking at the placeholder.
Essentially, it will display my own name if I'm just standing there and aren't even being targeted by anything.
Expected outcome: <target.name> should display the name of the player that is being targeted by the mob or origin that ran the message skill.AshijinAshijinhttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/1458Allow multiple triggers in stats2024-01-29T02:08:17ZCharlieAllow multiple triggers in stats**Summary**
Allow multiple triggers in stats. Its already in a list format, not sure why it doesn't work.
**Usage**
https://pastebin.com/8CfTv2p0
**Value**
Big qol for keeping configs clean. As currently to have stats on bows that work for arrows fired you have to have a separate stat just for BOWHIT trigger. Whereas if you could have a list of triggers the same damage stat could apply to melee and bows.**Summary**
Allow multiple triggers in stats. Its already in a list format, not sure why it doesn't work.
**Usage**
https://pastebin.com/8CfTv2p0
**Value**
Big qol for keeping configs clean. As currently to have stats on bows that work for arrows fired you have to have a separate stat just for BOWHIT trigger. Whereas if you could have a list of triggers the same damage stat could apply to melee and bows.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1445Bee sting2024-02-11T23:28:54ZAyphilBee sting**Summary**
Make it possible for a bee to sting multiple times (it would make it one of the only good possible flying hostile mobs, as neither the vex or the phantom or reliable alternative)
**Usage**
We could make bees into cool monsters
**Value**
It would be the only plugin on the market doing this. It would also add another new possible hostile mob, and since it's a flying type, it would be pretty unique.
**Priority**
I think it would be really cool, but probably not a priority.
**Implementation**
Make it an option to either have one sting or infinite stings.**Summary**
Make it possible for a bee to sting multiple times (it would make it one of the only good possible flying hostile mobs, as neither the vex or the phantom or reliable alternative)
**Usage**
We could make bees into cool monsters
**Value**
It would be the only plugin on the market doing this. It would also add another new possible hostile mob, and since it's a flying type, it would be pretty unique.
**Priority**
I think it would be really cool, but probably not a priority.
**Implementation**
Make it an option to either have one sting or infinite stings.AshijinAshijinhttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/1425RingAroundOrigin and ParticleRing does not have support for relative=true2023-12-21T03:22:10ZIonTechRingAroundOrigin and ParticleRing does not have support for relative=trueIn a recent update, the @Ring targeter received relative=true, however @RingAroundOrigin and the ParticleRing mechanic do not have this parameter.
![image](/uploads/c48815db57e023fd90c63c8062358656/image.png)
Ideally relative=true for these two would orient the ring to face towards the inherited target from the origin. If a similar parameters can be made for targeter offsets such as relative x,y,z relativeoffset(rxo, ryo, rzo), it'd make creating effects and accurate targeters much easier.In a recent update, the @Ring targeter received relative=true, however @RingAroundOrigin and the ParticleRing mechanic do not have this parameter.
![image](/uploads/c48815db57e023fd90c63c8062358656/image.png)
Ideally relative=true for these two would orient the ring to face towards the inherited target from the origin. If a similar parameters can be made for targeter offsets such as relative x,y,z relativeoffset(rxo, ryo, rzo), it'd make creating effects and accurate targeters much easier.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1424[Suggestion] Support in damage mechanics for custom stats damage_modifiers an...2023-12-21T03:22:20ZCharlie[Suggestion] Support in damage mechanics for custom stats damage_modifiers and damagetype**Summary**
Add support to hit/damage mechanics for custom damage stats as it currently does not take them into account
**Usage**
In this example I would have expected the outcome to be for the hit mechanic to do 5 damage to whoever attacks it as it does 5 Poison damage whenever it strikes someone due to the bonus damage it gets from the DAMAGE_POISON stat. This is not the case however and the hit mechanic is only taking the mobs damage attribute into account so its doing 0 damage.
Mob file: https://pastebin.com/MkyaP1Vw
Stats file: https://pastebin.com/yALez2s3
And in this example the expected outcome would be for the player to take 0 damage due to the POISON_RESISTANCE stat on their armor. Instead it does 5 damage because the damagetype attribute from the damage mechanic does not appear to be compatible with the damagetype attribute from custom stats
Mob File: https://pastebin.com/tyfMHWtm
Item File: https://pastebin.com/twfkVvig
Stats File: https://pastebin.com/Bc4GGs9J
**Value**
Allow much easier implementation of custom damage reduction stats and damage types through stats
**Priority**
Would be nice. There doesn't seem to be much interaction between damage mechanics and stats yet**Summary**
Add support to hit/damage mechanics for custom damage stats as it currently does not take them into account
**Usage**
In this example I would have expected the outcome to be for the hit mechanic to do 5 damage to whoever attacks it as it does 5 Poison damage whenever it strikes someone due to the bonus damage it gets from the DAMAGE_POISON stat. This is not the case however and the hit mechanic is only taking the mobs damage attribute into account so its doing 0 damage.
Mob file: https://pastebin.com/MkyaP1Vw
Stats file: https://pastebin.com/yALez2s3
And in this example the expected outcome would be for the player to take 0 damage due to the POISON_RESISTANCE stat on their armor. Instead it does 5 damage because the damagetype attribute from the damage mechanic does not appear to be compatible with the damagetype attribute from custom stats
Mob File: https://pastebin.com/tyfMHWtm
Item File: https://pastebin.com/twfkVvig
Stats File: https://pastebin.com/Bc4GGs9J
**Value**
Allow much easier implementation of custom damage reduction stats and damage types through stats
**Priority**
Would be nice. There doesn't seem to be much interaction between damage mechanics and stats yethttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/1420[Suggestion] An option to hide the custom durability bar and placeholders for it2024-03-17T21:17:18ZLithid[Suggestion] An option to hide the custom durability bar and placeholders for it**Summary**
An option for crucible items that are using custom durability to hide the durability bar, and 2 placeholders to go along with it for their current custom durability and their original/max durability.
**Usage**
I could create an item that uses custom durability, hide the bar and then use the placeholders to display the durability nicely inside of the lore.
**Value**
If this was added, users would be able to create better and cleaner items as the built in Minecraft durability bar doesn't look good. Using the placeholders, they'd be able to display the durability bar where ever they want in the format they want.
**Priority**
Medium, it's not a really crucial change but I think it would make the plugin a lot nicer.
**Implementation**
I'm not sure how it should be implemented as I'm not sure how the custom durability system works right now. An idea that I was thinking was to add the unbreakable flag to the item to hide the bar, but that currently seems to break custom durability so I'm not sure.**Summary**
An option for crucible items that are using custom durability to hide the durability bar, and 2 placeholders to go along with it for their current custom durability and their original/max durability.
**Usage**
I could create an item that uses custom durability, hide the bar and then use the placeholders to display the durability nicely inside of the lore.
**Value**
If this was added, users would be able to create better and cleaner items as the built in Minecraft durability bar doesn't look good. Using the placeholders, they'd be able to display the durability bar where ever they want in the format they want.
**Priority**
Medium, it's not a really crucial change but I think it would make the plugin a lot nicer.
**Implementation**
I'm not sure how it should be implemented as I'm not sure how the custom durability system works right now. An idea that I was thinking was to add the unbreakable flag to the item to hide the bar, but that currently seems to break custom durability so I'm not sure.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1419[Suggestion] Detailed damage taken placeholder2023-12-21T03:21:29ZTaiyou06[Suggestion] Detailed damage taken placeholder**Summary**
A placeholder for returning damage taken, attacker and parent of the attacker(if exists) in a string format. Ideally, it would be used in a ~onDamaged skill, but logically, it should just be holding the data of the last attack, so it should be retrievable anytime.
Currently, Bukkit DamageCause or <skill.var.damage-amount> or @interactionLastAttacker are not enough for tracking. Additionally, mythiclib & mmocore skills and summons complicate the matter even further.
**Usage**
Use case: Keeping track of DPS of every individual player in a boss fight.
**Value**
**Priority**
Very High as i would use this feature in calculation for loottables
**Implementation**
Returned string: "damage taken, the name of the player (or the entity) that initiated the attack, "
Or if it is triggered by a summon: "damage taken, parent player (or entity) of the summon, summon name,".
Example 1: Let's assume a player named John attacks the boss, damaging it for 13 hp, and triggering its ~onDamaged skill. Suppose this skill is `- message{m="<caster.last-damage>"} @world`. Then the skill sends a message such as `13,John`.
Example 2: If, Instead of John, his summon named undead_thrall attacks the said mob, then the returned string would be `5,John,undead_thrall`**Summary**
A placeholder for returning damage taken, attacker and parent of the attacker(if exists) in a string format. Ideally, it would be used in a ~onDamaged skill, but logically, it should just be holding the data of the last attack, so it should be retrievable anytime.
Currently, Bukkit DamageCause or <skill.var.damage-amount> or @interactionLastAttacker are not enough for tracking. Additionally, mythiclib & mmocore skills and summons complicate the matter even further.
**Usage**
Use case: Keeping track of DPS of every individual player in a boss fight.
**Value**
**Priority**
Very High as i would use this feature in calculation for loottables
**Implementation**
Returned string: "damage taken, the name of the player (or the entity) that initiated the attack, "
Or if it is triggered by a summon: "damage taken, parent player (or entity) of the summon, summon name,".
Example 1: Let's assume a player named John attacks the boss, damaging it for 13 hp, and triggering its ~onDamaged skill. Suppose this skill is `- message{m="<caster.last-damage>"} @world`. Then the skill sends a message such as `13,John`.
Example 2: If, Instead of John, his summon named undead_thrall attacks the said mob, then the returned string would be `5,John,undead_thrall`https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1415Throw Mechanic needs fromOrigin2024-02-10T08:44:07ZIonTechThrow Mechanic needs fromOriginEven when fromorigin and origin are both defined, the throw mechanic will always try to throw targets away from the caster.
This can be demonstrated with this skill, which should throw enemies away from the projectile hit location rather than the caster.
```
mob-timebomb-cast:
Skills:
- skill{s=mob-timebomb-fire;damage=6;range=64;radius=4;duration=2;
origin=@SelfEyeLocation;branch=true} @forward{f=12;uel=true}
mob-timebomb-large-cast:
Skills:
- skill{s=mob-timebomb-fire;damage=6;range=64;radius=12;duration=6;
origin=@SelfEyeLocation;branch=true} @forward{f=12;uel=true}
mob-timebomb-fire:
Skills:
- sound{s=item.trident.return;pitch=2;volume=0.9} @self
- projectile{fo=true;tickInterpolation=1;syo=0;sfo=0;
onTick=mob-timebomb-tick;
onEnd=mob-timebomb-hit;
b=ITEM;material=TNT;enchanted=true;
ham=true;v=30;MaxRange=<skill.range|32>;i=1;g=0.2;hR=0.25;vR=0.25;hnp=true}
mob-timebomb-tick:
Skills:
- e:p{p=dust_color_transition;color1=#EE4B2B;color2=#DC143C;amount=1;size=0.8;speed=0;hS=0;vS=0} @ProjectileForward{f=0}
mob-timebomb-hit:
Skills:
- setvarloc{var=skill.originloc;v=@targetedlocation{yo=0.1}}
- raytraceto{fo=true;origin=@VariableLocation{var=skill.originloc};md=<skill.range|64>;rw=1;
locationskill=mob-timebomb-signal} @VariableLocation{var=skill.originloc;yo=-2}
mob-timebomb-signal:
Skills:
- setvariable{var=skill.currentradius;value=0;type=FLOAT}
- setvariable{var=skill.duration;value="<skill.duration>*20+2";type=FLOAT}
- aura{d="<skill.var.duration>";i=1;fo=true;origin=@targetedlocation;
ot=[
- setvariable{var=skill.currentradius;value="<skill.radius|3>/<skill.var.duration>*(<skill.var.duration>-<skill.var.aura-duration>)";TYPE=FLOAT}
- message{m="<skill.var.aura-duration> <skill.var.currentradius>"} @self
- e:p{p=dust_color_transition;color1=#EE4B2B;color2=#DC143C;a=1;y=0.2} @RAO{p=12;radius=<skill.radius|5>;roty="<skill.var.aura-duration>"}
- e:p{p=dust_color_transition;color1=#EE4B2B;color2=#DC143C;a=1;y=0.2} @RAO{p=12;radius=<skill.var.currentradius>;roty="<skill.var.aura-duration>"}
];
oe=mob-timebomb-explode}
- e:p{p=dust_color_transition;color1=#EE4B2B;color2=#DC143C;amount=4;speed=0.4;hS=0.25;vS=0.25} @targetedlocation
mob-timebomb-explode:
Skills:
- effect:particlesphere{p=dust_color_transition;color1=#EE4B2B;color2=#DC143C;a="18*<skill.radius|5>";r=<skill.radius|5>}
- skill{s=mob-timebomb-hit-entity} @ENO{r=<skill.radius|5>}
mob-timebomb-hit-entity:
Skills:
- throw{fo=true;origin=@origin;velocity=10;velocityY=7}
- damage{a=<skill.damage|6>;pi=true}
- skill{s=mob-timebomb-explode-sfx} @self
- skill{s=mob-timebomb-explode-sfx} @origin
mob-timebomb-explode-sfx:
Skills:
- sound{s=entity.generic.explode;pitch=0.8;volume=2}
- sound{s=entity.player.attack.crit;pitch=4}
```
The relevant portion of this skill is mob-timebomb-hit-entity
Cast behind an entity while standing in front, target will be thrown away from the caster instead of the projectile hit location.Even when fromorigin and origin are both defined, the throw mechanic will always try to throw targets away from the caster.
This can be demonstrated with this skill, which should throw enemies away from the projectile hit location rather than the caster.
```
mob-timebomb-cast:
Skills:
- skill{s=mob-timebomb-fire;damage=6;range=64;radius=4;duration=2;
origin=@SelfEyeLocation;branch=true} @forward{f=12;uel=true}
mob-timebomb-large-cast:
Skills:
- skill{s=mob-timebomb-fire;damage=6;range=64;radius=12;duration=6;
origin=@SelfEyeLocation;branch=true} @forward{f=12;uel=true}
mob-timebomb-fire:
Skills:
- sound{s=item.trident.return;pitch=2;volume=0.9} @self
- projectile{fo=true;tickInterpolation=1;syo=0;sfo=0;
onTick=mob-timebomb-tick;
onEnd=mob-timebomb-hit;
b=ITEM;material=TNT;enchanted=true;
ham=true;v=30;MaxRange=<skill.range|32>;i=1;g=0.2;hR=0.25;vR=0.25;hnp=true}
mob-timebomb-tick:
Skills:
- e:p{p=dust_color_transition;color1=#EE4B2B;color2=#DC143C;amount=1;size=0.8;speed=0;hS=0;vS=0} @ProjectileForward{f=0}
mob-timebomb-hit:
Skills:
- setvarloc{var=skill.originloc;v=@targetedlocation{yo=0.1}}
- raytraceto{fo=true;origin=@VariableLocation{var=skill.originloc};md=<skill.range|64>;rw=1;
locationskill=mob-timebomb-signal} @VariableLocation{var=skill.originloc;yo=-2}
mob-timebomb-signal:
Skills:
- setvariable{var=skill.currentradius;value=0;type=FLOAT}
- setvariable{var=skill.duration;value="<skill.duration>*20+2";type=FLOAT}
- aura{d="<skill.var.duration>";i=1;fo=true;origin=@targetedlocation;
ot=[
- setvariable{var=skill.currentradius;value="<skill.radius|3>/<skill.var.duration>*(<skill.var.duration>-<skill.var.aura-duration>)";TYPE=FLOAT}
- message{m="<skill.var.aura-duration> <skill.var.currentradius>"} @self
- e:p{p=dust_color_transition;color1=#EE4B2B;color2=#DC143C;a=1;y=0.2} @RAO{p=12;radius=<skill.radius|5>;roty="<skill.var.aura-duration>"}
- e:p{p=dust_color_transition;color1=#EE4B2B;color2=#DC143C;a=1;y=0.2} @RAO{p=12;radius=<skill.var.currentradius>;roty="<skill.var.aura-duration>"}
];
oe=mob-timebomb-explode}
- e:p{p=dust_color_transition;color1=#EE4B2B;color2=#DC143C;amount=4;speed=0.4;hS=0.25;vS=0.25} @targetedlocation
mob-timebomb-explode:
Skills:
- effect:particlesphere{p=dust_color_transition;color1=#EE4B2B;color2=#DC143C;a="18*<skill.radius|5>";r=<skill.radius|5>}
- skill{s=mob-timebomb-hit-entity} @ENO{r=<skill.radius|5>}
mob-timebomb-hit-entity:
Skills:
- throw{fo=true;origin=@origin;velocity=10;velocityY=7}
- damage{a=<skill.damage|6>;pi=true}
- skill{s=mob-timebomb-explode-sfx} @self
- skill{s=mob-timebomb-explode-sfx} @origin
mob-timebomb-explode-sfx:
Skills:
- sound{s=entity.generic.explode;pitch=0.8;volume=2}
- sound{s=entity.player.attack.crit;pitch=4}
```
The relevant portion of this skill is mob-timebomb-hit-entity
Cast behind an entity while standing in front, target will be thrown away from the caster instead of the projectile hit location.AshijinAshijinhttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/1414[Suggestion] Trigger ~onDamageSkill2023-12-07T14:17:09ZBitrateBilly[Suggestion] Trigger ~onDamageSkill**Summary**
A new trigger similar to ~onAttack, but activated exclusively by damage skills (Damage, Base Damage, Percent damage, Consume, Etc.) instead.
**Usage**
It would look like this
- damage{a=10} @target ~onUse
- skill{s=regenerate} @self ~onDamageSkill
**Value**
~onAttack used to be able to be triggered by damage skills in lower versions of mythic like 5.3.5, since its been fixed there seemingly isnt a proper way of activating a skill with the damage skills (damage, base damage, percent damage, etc) so having this would allow for people to set up more dynamic items easier without needing to use as much brainpower.
**Priority**
Kinda important? Definitely to me, a lot of items in my server relied upon ~onAttack working alongside the damage skill, now I have no idea how to make any of them work given that you dont really punch things on my server.
**Implementation**
It is just a trigger, so there really isnt a need to discuss how it can be implemented, however for an alternative, you can add a setting to the damage skills to make them activate "onAttack" triggers if thats easier.**Summary**
A new trigger similar to ~onAttack, but activated exclusively by damage skills (Damage, Base Damage, Percent damage, Consume, Etc.) instead.
**Usage**
It would look like this
- damage{a=10} @target ~onUse
- skill{s=regenerate} @self ~onDamageSkill
**Value**
~onAttack used to be able to be triggered by damage skills in lower versions of mythic like 5.3.5, since its been fixed there seemingly isnt a proper way of activating a skill with the damage skills (damage, base damage, percent damage, etc) so having this would allow for people to set up more dynamic items easier without needing to use as much brainpower.
**Priority**
Kinda important? Definitely to me, a lot of items in my server relied upon ~onAttack working alongside the damage skill, now I have no idea how to make any of them work given that you dont really punch things on my server.
**Implementation**
It is just a trigger, so there really isnt a need to discuss how it can be implemented, however for an alternative, you can add a setting to the damage skills to make them activate "onAttack" triggers if thats easier.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1401[Suggestion] Mechanic "setDisplayItem"2023-11-21T15:30:40ZDrawn[Suggestion] Mechanic "setDisplayItem"**Summary**
A new mechanic for displaying entities called "setDisplayItem" will change the item of a display entity.
Currently, there is already a similar mechanic, but it only applies to projectiles.
**Usage**
It should look like this:
- setDisplayItem{item=MYTHIC item or a vanilla one}
**Value**
Display entities are the future of Minecraft, and this mechanic is really important
**Priority**
Kinda important? at least for me it would be, I need this mechanic and I currently need to use the console "command" mechanic.
**Implementation**
--**Summary**
A new mechanic for displaying entities called "setDisplayItem" will change the item of a display entity.
Currently, there is already a similar mechanic, but it only applies to projectiles.
**Usage**
It should look like this:
- setDisplayItem{item=MYTHIC item or a vanilla one}
**Value**
Display entities are the future of Minecraft, and this mechanic is really important
**Priority**
Kinda important? at least for me it would be, I need this mechanic and I currently need to use the console "command" mechanic.
**Implementation**
--https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1329[SUGGESTION} Allow Effect Mechanics to orient/face towards their target from ...2023-10-07T22:26:17ZIonTech[SUGGESTION} Allow Effect Mechanics to orient/face towards their target from the originAs of right now, using effect mechanics such as particlering and particle, there is no way to reliably orient a particle effect to face towards the effect's targeter without doing excessive amounts of math - a parameter such as orient=true which makes the effect face the targeter from the origin would be amazing.
Could use this for projectile contrails, impact FX, portals, magic circles, ect cetera. If this could also be applied to Slash, that'd be great too.As of right now, using effect mechanics such as particlering and particle, there is no way to reliably orient a particle effect to face towards the effect's targeter without doing excessive amounts of math - a parameter such as orient=true which makes the effect face the targeter from the origin would be amazing.
Could use this for projectile contrails, impact FX, portals, magic circles, ect cetera. If this could also be applied to Slash, that'd be great too.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1323[API Suggestion] Custom Target Filters2023-10-05T20:29:40ZCeduz19[API Suggestion] Custom Target Filters**Summary**
As the title say, my suggestion is to implement the possibility to create custom target filters using the API.
**Implementation**
I think it would be great if its implementation is similar to custom targeters.
**Value**
Just creating a custom targeter in some cases is not really the ideal solution, it has not the same versatility as target filters have.**Summary**
As the title say, my suggestion is to implement the possibility to create custom target filters using the API.
**Implementation**
I think it would be great if its implementation is similar to custom targeters.
**Value**
Just creating a custom targeter in some cases is not really the ideal solution, it has not the same versatility as target filters have.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1315NBT Placeholder not processing in switch-case2023-09-13T21:40:19ZJsteeler707NBT Placeholder not processing in switch-case(Using latest dev build for crucible and mythic) - This is probably just unsupported, but not sure why it wouldn't be so if that is the case hopefully its fixed! : )
**Summary**
Tried to make an ability weapon leveling system where the player can unlock random abilities for their swords, NBT data is assigned and all works up to the point of using a switch case to actually fire the skill. When the skill is unlocked and a player tries to use it (By left clicking) Nothing happens and console fires errors about not being able to parse placeholder.
**Steps to reproduce**
Item needs 10 kills, once 10 kills randomskills a skill that assigns an NBT Value. Now everytime a player left click skill (should) go off. (Currently spams console with cant parse placeholder)
Provide a full set of steps used to reproduce the bug, including links to ***SEPARATE*** Pastebin pastes for each relevant configuration file.
https://mclo.gs/Lc35XkO - Skill File
https://mclo.gs/ZcmmV6H - Item File
**Current behavior**
Skill is not fired from switchcase, console spammed, placeholder not being parsed.
**Intended correct behavior**
Placeholder is processed, switch case reads the placeholder and then fires a skill based on the input.
**Server log file**
https://mclo.gs/aWjfsrp - Error File
https://mclo.gs/yIIRBTp - Entire log gl
Provide a link to a Pastebin paste with a copy of your server's latest.log file from startup to "Done!" AND includes a player connecting.
**Debug log snippet**
[04:58:32 WARN]: [MythicMobs] This error has been saved in the Error Logs folder. Please report it on the MythicCraft forums or discord.
[04:58:32 ERROR]: [MythicMobs] Failed to process placeholder <caster.item.hand.nbt.FirstSkill in xPlaceholderString{'<caster.item.hand.nbt.FirstSkill'}
**Proposed fixes**
NBT placeholder being processed in switch case(Using latest dev build for crucible and mythic) - This is probably just unsupported, but not sure why it wouldn't be so if that is the case hopefully its fixed! : )
**Summary**
Tried to make an ability weapon leveling system where the player can unlock random abilities for their swords, NBT data is assigned and all works up to the point of using a switch case to actually fire the skill. When the skill is unlocked and a player tries to use it (By left clicking) Nothing happens and console fires errors about not being able to parse placeholder.
**Steps to reproduce**
Item needs 10 kills, once 10 kills randomskills a skill that assigns an NBT Value. Now everytime a player left click skill (should) go off. (Currently spams console with cant parse placeholder)
Provide a full set of steps used to reproduce the bug, including links to ***SEPARATE*** Pastebin pastes for each relevant configuration file.
https://mclo.gs/Lc35XkO - Skill File
https://mclo.gs/ZcmmV6H - Item File
**Current behavior**
Skill is not fired from switchcase, console spammed, placeholder not being parsed.
**Intended correct behavior**
Placeholder is processed, switch case reads the placeholder and then fires a skill based on the input.
**Server log file**
https://mclo.gs/aWjfsrp - Error File
https://mclo.gs/yIIRBTp - Entire log gl
Provide a link to a Pastebin paste with a copy of your server's latest.log file from startup to "Done!" AND includes a player connecting.
**Debug log snippet**
[04:58:32 WARN]: [MythicMobs] This error has been saved in the Error Logs folder. Please report it on the MythicCraft forums or discord.
[04:58:32 ERROR]: [MythicMobs] Failed to process placeholder <caster.item.hand.nbt.FirstSkill in xPlaceholderString{'<caster.item.hand.nbt.FirstSkill'}
**Proposed fixes**
NBT placeholder being processed in switch casehttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/1296Add placeholder support for addtag2023-09-10T22:22:16ZDanteAdd placeholder support for addtagMM Premium 5.3.5 || Papermc 169 (1.20.1)
Tags do not appear to support placeholders based from the skill below:
```
Sunny:
Type: wolf
Damage: 0.01
Health: 500
Options:
Marker: false
MovementSpeed: 0.2
Skills:
- model{mid=explosive_barrel;nametag=false} @Self ~onSpawn
- addtag{t=MyOwner<target.name>} @Owner ~onSpawn
- m{m=Are you my mummy?} @owner ~onDamaged ?~hastag{t=MyOwner<target.name>}
```
I would expect the message skill to say "Are you my mummy" to the owner yet this only works if I take the placeholder out, but leaves an edge case where multiple casters can trigger the skill if they have used the casting item before. (While they have the none unique tag)MM Premium 5.3.5 || Papermc 169 (1.20.1)
Tags do not appear to support placeholders based from the skill below:
```
Sunny:
Type: wolf
Damage: 0.01
Health: 500
Options:
Marker: false
MovementSpeed: 0.2
Skills:
- model{mid=explosive_barrel;nametag=false} @Self ~onSpawn
- addtag{t=MyOwner<target.name>} @Owner ~onSpawn
- m{m=Are you my mummy?} @owner ~onDamaged ?~hastag{t=MyOwner<target.name>}
```
I would expect the message skill to say "Are you my mummy" to the owner yet this only works if I take the placeholder out, but leaves an edge case where multiple casters can trigger the skill if they have used the casting item before. (While they have the none unique tag)https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1283implement t=ANY for "Rally" mechanic2023-09-14T00:21:45ZDanteimplement t=ANY for "Rally" mechanicOr just leave it blank to specify all mobs in a radius to rally. Either way, I think this would help reduce some scripting time.Or just leave it blank to specify all mobs in a radius to rally. Either way, I think this would help reduce some scripting time.