MythicMobs issueshttps://git.lumine.io/mythiccraft/MythicMobs/-/issues2023-11-21T15:30:40Zhttps://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/1255[suggestion] Add compatibility with CyberLevels plugin2023-09-18T19:18:06ZOlokw[suggestion] Add compatibility with CyberLevels plugin**Summary**
Add compatibility with the CybeLevels plugin
**Usage**
The exp-gain system of Cyberlevels have some events, but the most important (killing-mob event) doesnt work with the mobs from MythicMobs. If add compatibility, the exp (of CyberLevels) could be put as a mob reward.
**Value**
CyberLevels is a open-source plugin with leveling system. Its a very good plugin and it would be nice to have compatibility with this in MythicMobs. There are many level plugins compatibilities at mythicmobs, and would be nice to have more one (and with a good plugin like the CyberLevels).
**Priority**
Not so much. I know that the development team has a lot to do, and I know that this is not a high priority here, but I really think it should be done.
**Implementation**
I believe the CyberLevels plugin is a very good plugin, but not well recognized. If a compatibility was made, and even (maybe) a partnership, it could be better publicized. I tested each of the plugins that have compatibility with MythicMobs, but all of them has additional things that I didn't intend to use... they weren't plugins that go straight to the main point (level and EXP system). CyberLevels, in addition to being Open-Source, unlike other plugins, it is only about a level system (and a very well done one, by the way). So I think you guys could give it a go and add compatibility with this plugin.**Summary**
Add compatibility with the CybeLevels plugin
**Usage**
The exp-gain system of Cyberlevels have some events, but the most important (killing-mob event) doesnt work with the mobs from MythicMobs. If add compatibility, the exp (of CyberLevels) could be put as a mob reward.
**Value**
CyberLevels is a open-source plugin with leveling system. Its a very good plugin and it would be nice to have compatibility with this in MythicMobs. There are many level plugins compatibilities at mythicmobs, and would be nice to have more one (and with a good plugin like the CyberLevels).
**Priority**
Not so much. I know that the development team has a lot to do, and I know that this is not a high priority here, but I really think it should be done.
**Implementation**
I believe the CyberLevels plugin is a very good plugin, but not well recognized. If a compatibility was made, and even (maybe) a partnership, it could be better publicized. I tested each of the plugins that have compatibility with MythicMobs, but all of them has additional things that I didn't intend to use... they weren't plugins that go straight to the main point (level and EXP system). CyberLevels, in addition to being Open-Source, unlike other plugins, it is only about a level system (and a very well done one, by the way). So I think you guys could give it a go and add compatibility with this plugin.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1233[suggeston] add skill parameter support for conditions2023-09-18T19:18:56ZJohn[suggeston] add skill parameter support for conditions**Summary**
It would be very useful if you could use the skill parameters feature for conditions within a mythicmobs skill.
**Usage**
- skill:CoolSkill{condition=5;boolean=“true”} @self ~onUse
CoolSkill:
Conditions:
- heightbelow{h=<skill.condition>} <skill.boolean>
**Value**
This would make skill parameters ten times more useful when using variables or tags within the Conditions section.
**Priority**
This feature should be of high priority due to the fact that it will allow server creators to build the necessary systems to make mob and item skills and streamline their development. Skill parameters allow for building systems like this, and make mob and item development much easier.**Summary**
It would be very useful if you could use the skill parameters feature for conditions within a mythicmobs skill.
**Usage**
- skill:CoolSkill{condition=5;boolean=“true”} @self ~onUse
CoolSkill:
Conditions:
- heightbelow{h=<skill.condition>} <skill.boolean>
**Value**
This would make skill parameters ten times more useful when using variables or tags within the Conditions section.
**Priority**
This feature should be of high priority due to the fact that it will allow server creators to build the necessary systems to make mob and item skills and streamline their development. Skill parameters allow for building systems like this, and make mob and item development much easier.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1208[Feature Request] skullTexture support for projectile DISPLAY and TRACKING bu...2023-09-12T07:14:11ZGhmmy[Feature Request] skullTexture support for projectile DISPLAY and TRACKING bullettypesRight now only MOB bullettypes support skull textures by using a mythicmob and equiping it with a player head. Since both TRACKING and DISPLAY dont use mythicmobs, it would be nice to have a skullTexture option to give a player head a custom texture similar to how it is done for equipment.Right now only MOB bullettypes support skull textures by using a mythicmob and equiping it with a player head. Since both TRACKING and DISPLAY dont use mythicmobs, it would be nice to have a skullTexture option to give a player head a custom texture similar to how it is done for equipment.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1114[Suggestion] Add Relative Velocity Mechanic/Skill2023-09-12T07:14:21ZTaiyou06[Suggestion] Add Relative Velocity Mechanic/Skill**Summary**
Can you guys add a relative version of the velocity mechanic? Instead of working with x y z axes for velocity, can we get a version that works with forward(casters facing direction)-backward, left-right, and up-down? Also, Is it possible for the velocity mechanic( and this hypothetical relative velocity mechanic) to work with the projectile mechanic?
From a bird eye view this kind of stuff is what I need to do.
![image](/uploads/2c4a6483d898d5564b4d11435fe15af9/image.png)
Now this is somewhat possible with missile mechanic + armor stand trickery or via repeatedly teleporting a zero velocity summoned mob really fast or summoning a mob and using velocity mechanic and a lot of math, but all of those "solutions" are really jank and either hit the performance hard or are really painful to write. Plus, scaling them up is a nightmare too. For example, writing 108 projectiles( or mobs) doing the same movement in a ring like formation is absolute hell. I have been trying and searching for a definitive solution on and off for months but to no avail. Something like aforementioned relative velocity or the ability to change targeters for a projectile mid flight would be REALLY helpful.
**Usage**
Both relative velocity and changing targeters could work with an onStart skill with a delay. Changing targeters also could work without involving timing with if "TargetWithin" condition works for locations (didnt test it). Relative velocity Could work with an onTick skill too. For my case, I would use it for making bullethell style mobs and bosses.
**Value**
Ease of use. It would make it tremendously easier to create any kind of curving or erratically moving projectiles.
**Priority**
It should have a pretty high priority. Currently, MM is better suited for more traditional rpg mobs and dont offer much control for projectiles. In my opinion, It would fix one of the MythicMobs' greater weaknesses, as it would open the possibility of making "patterns" with projectiles.
**Implementation**
Relative velocity would use forward(casters facing direction)-backward, left-right and up-down instead of using with x y z axes for velocity. It could work in tandem with the spin mechanic as another use case. Changing targeters would work simply by changing the direction of the momentum bullet has towards the new target.**Summary**
Can you guys add a relative version of the velocity mechanic? Instead of working with x y z axes for velocity, can we get a version that works with forward(casters facing direction)-backward, left-right, and up-down? Also, Is it possible for the velocity mechanic( and this hypothetical relative velocity mechanic) to work with the projectile mechanic?
From a bird eye view this kind of stuff is what I need to do.
![image](/uploads/2c4a6483d898d5564b4d11435fe15af9/image.png)
Now this is somewhat possible with missile mechanic + armor stand trickery or via repeatedly teleporting a zero velocity summoned mob really fast or summoning a mob and using velocity mechanic and a lot of math, but all of those "solutions" are really jank and either hit the performance hard or are really painful to write. Plus, scaling them up is a nightmare too. For example, writing 108 projectiles( or mobs) doing the same movement in a ring like formation is absolute hell. I have been trying and searching for a definitive solution on and off for months but to no avail. Something like aforementioned relative velocity or the ability to change targeters for a projectile mid flight would be REALLY helpful.
**Usage**
Both relative velocity and changing targeters could work with an onStart skill with a delay. Changing targeters also could work without involving timing with if "TargetWithin" condition works for locations (didnt test it). Relative velocity Could work with an onTick skill too. For my case, I would use it for making bullethell style mobs and bosses.
**Value**
Ease of use. It would make it tremendously easier to create any kind of curving or erratically moving projectiles.
**Priority**
It should have a pretty high priority. Currently, MM is better suited for more traditional rpg mobs and dont offer much control for projectiles. In my opinion, It would fix one of the MythicMobs' greater weaknesses, as it would open the possibility of making "patterns" with projectiles.
**Implementation**
Relative velocity would use forward(casters facing direction)-backward, left-right and up-down instead of using with x y z axes for velocity. It could work in tandem with the spin mechanic as another use case. Changing targeters would work simply by changing the direction of the momentum bullet has towards the new target.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1036[Feature Request] Particle Ring overhaul2023-05-03T00:59:00ZJpegIsMe[Feature Request] Particle Ring overhaulThe ParticleRing skill has been pretty barebones for a long while now.. and here are some ideas to help overhaul it and make it more flexible than ever before:
- Add rotation parameters (Same used as orbitals, rotX, rotY, rotZ, etc..)
- Other general parameters used by orbitals
- Cutoff parameter (See high-budget proof of concept image)
The cutoff parameter would allow us to make such things like slash effects that otherwise would require goop (a whole other 3rd party plugin) AND help us greatly with doing more complex particle effects and patterns.
Thanks for considering
![image](/uploads/d5371d8605dc200efc74cbeb3fe2fe07/image.png)The ParticleRing skill has been pretty barebones for a long while now.. and here are some ideas to help overhaul it and make it more flexible than ever before:
- Add rotation parameters (Same used as orbitals, rotX, rotY, rotZ, etc..)
- Other general parameters used by orbitals
- Cutoff parameter (See high-budget proof of concept image)
The cutoff parameter would allow us to make such things like slash effects that otherwise would require goop (a whole other 3rd party plugin) AND help us greatly with doing more complex particle effects and patterns.
Thanks for considering
![image](/uploads/d5371d8605dc200efc74cbeb3fe2fe07/image.png)https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1028Suggestion for condition2023-09-15T01:28:26ZArno2596Suggestion for conditionI wanted, if possible, to add a new condition for skills who will be the threat condition to run skills such as:
TargetConditions:
- threat{amount=>10} true
The condition will check if the target have above 10 in the threat table of the caster (if it's a mob)I wanted, if possible, to add a new condition for skills who will be the threat condition to run skills such as:
TargetConditions:
- threat{amount=>10} true
The condition will check if the target have above 10 in the threat table of the caster (if it's a mob)https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1023[Suggestion] Divide HorizontalRadius into FrontRadius and SideRadius2023-02-12T04:15:00Zl rz[Suggestion] Divide HorizontalRadius into FrontRadius and SideRadius**Summary**
The HorizontalRadius has limitations and should be split into FrontRadius and SideRadius, for better controlling projectiles.
**Usage**
The current HR attribute has defects for high velocity projectiles. If set too small, the projectiles will more likely to pass through the target without hitting it; and if set too large, they can still hit the target when acturally targeting the air of its two sides. Therefore, this attribute needs to be divided into two independent types, which allows set the hitbox a smaller left-right radius and larger front-behind radius to solve this problem.
**Value**
To take a better control of projectiles' hitboxes, and solve problems as above.
**Priority**
Medium to high. It'll be surely useful when creating fast custom projectiles.
**Implementation**
Divide the HorizontalRadius attribute of projectile related mechanics into FrontRadius and SideRadius.**Summary**
The HorizontalRadius has limitations and should be split into FrontRadius and SideRadius, for better controlling projectiles.
**Usage**
The current HR attribute has defects for high velocity projectiles. If set too small, the projectiles will more likely to pass through the target without hitting it; and if set too large, they can still hit the target when acturally targeting the air of its two sides. Therefore, this attribute needs to be divided into two independent types, which allows set the hitbox a smaller left-right radius and larger front-behind radius to solve this problem.
**Value**
To take a better control of projectiles' hitboxes, and solve problems as above.
**Priority**
Medium to high. It'll be surely useful when creating fast custom projectiles.
**Implementation**
Divide the HorizontalRadius attribute of projectile related mechanics into FrontRadius and SideRadius.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1020Compatibility with MythicLib damage system2023-06-21T02:15:46ZJulesCompatibility with MythicLib damage systemI've been trying to build up an interface between the damage systems from Mythic and the MMO plugins.
### Reason
It would be nice if elemental damage from MM was handled like elemental damage in MythicLib. **This direction is implemented and working up to some extent.** Similarly, it would also be nice to have MythicMobs detect and consider elemental damage from MythicLib.
Both plugins have features which modify the damage output based on damage cause. MythicMobs has damage modifiers, ML has tons of stats interacting with damage types and elements. Hence the need of being able to recognize damageMetas from other plugins.
### Problem 1: structure of DamageMetadata
MythicMobs currently allows for one damage type, one amount, and a maximum of one element per DamageMetadata. MythicLib allows for multiple packets, which are basically sub-attacks. Packets have a set of damage types + one optional element. The final damage is the sum of all packets.
It's easy to implement the first direction of such interface: MM -> ML, because the DamageMetadata class is "contained" (ignoring most boolean options) in the ML DamageMeta class. Also, this direction is implemented and running in latest ML dev builds. It's working fine as long as the element names **PERFECTLY MATCH** in ML and MM. That means, MythicLib fully identifies and takes into account the DamageMetadatas from MM.
MythicMobs needs modularity with its damage system, and needs to have a script that detects and considers DamageMetadatas from ML. Here is a small "example "script that would adapt a DamageMetadata from ML to one from MM:
```
// Take a random element from all the packets.
@Nullable
private String findFirstElement(DamageMetadata damageMeta) {
for (DamagePacket packet : damageMeta.getPackets())
if (packet.getElement() != null)
return packet.getElement().getId();
return null;
}
private io.lumine.mythic.api.skills.damage.DamageMetadata adaptDamageMetadata(SkillCaster who, DamageMetadata damageMetadata) {
return new io.lumine.mythic.api.skills.damage.DamageMetadata(who,
damageMetadata.getDamage(),
findFirstElement(damageMetadata),
false,
false,
false,
false,
EntityDamageEvent.DamageCause.ENTITY_ATTACK);
}
```
That being said, the DmgMetadata structure issue just puts a limit to MM-ML compatibility. I've tried implementing a simple "adapter" script that would run on Bukkit damage events, which would transform DM's from ML into DM's from MM. That did not work, here's why:
### Problem 2: event priorities
I've tried a lot of different things and I cannot implement this on my end. The reason has to do with event priorities. MythicLib applies tons of things (like on-hit effects, elemental damage etc.) using damage events on priority HIGHEST. Such an adapter script would be useless when ran at priority HIGHEST because MM has already done all its calculations. If I use a priority like LOWER, I risk conflicting with flag plugins like WG, Residence which prevent PvP in certain zones. I've done the assumption that MM runs at priority NORMAL or HIGH which should be the case imo.
That is to say, I think things have to be done on MM end. Hope you can provide more compatibility tools when redoing the dmg system, being able to achieve this in-depth damage system compatibility would be a nice advancement. I can provide more information if required
### ... Bugs
This creates weird issues were elements & damage types are only recognized in a specific direction (MM -> ML). On-hit elemental damage from ML is not recognized by MM on melee/projectiles attacks. Nevertheless, the `mmodamage` mechanic works fine within MM (because it is coded to register the right DM's in both ML and MM).I've been trying to build up an interface between the damage systems from Mythic and the MMO plugins.
### Reason
It would be nice if elemental damage from MM was handled like elemental damage in MythicLib. **This direction is implemented and working up to some extent.** Similarly, it would also be nice to have MythicMobs detect and consider elemental damage from MythicLib.
Both plugins have features which modify the damage output based on damage cause. MythicMobs has damage modifiers, ML has tons of stats interacting with damage types and elements. Hence the need of being able to recognize damageMetas from other plugins.
### Problem 1: structure of DamageMetadata
MythicMobs currently allows for one damage type, one amount, and a maximum of one element per DamageMetadata. MythicLib allows for multiple packets, which are basically sub-attacks. Packets have a set of damage types + one optional element. The final damage is the sum of all packets.
It's easy to implement the first direction of such interface: MM -> ML, because the DamageMetadata class is "contained" (ignoring most boolean options) in the ML DamageMeta class. Also, this direction is implemented and running in latest ML dev builds. It's working fine as long as the element names **PERFECTLY MATCH** in ML and MM. That means, MythicLib fully identifies and takes into account the DamageMetadatas from MM.
MythicMobs needs modularity with its damage system, and needs to have a script that detects and considers DamageMetadatas from ML. Here is a small "example "script that would adapt a DamageMetadata from ML to one from MM:
```
// Take a random element from all the packets.
@Nullable
private String findFirstElement(DamageMetadata damageMeta) {
for (DamagePacket packet : damageMeta.getPackets())
if (packet.getElement() != null)
return packet.getElement().getId();
return null;
}
private io.lumine.mythic.api.skills.damage.DamageMetadata adaptDamageMetadata(SkillCaster who, DamageMetadata damageMetadata) {
return new io.lumine.mythic.api.skills.damage.DamageMetadata(who,
damageMetadata.getDamage(),
findFirstElement(damageMetadata),
false,
false,
false,
false,
EntityDamageEvent.DamageCause.ENTITY_ATTACK);
}
```
That being said, the DmgMetadata structure issue just puts a limit to MM-ML compatibility. I've tried implementing a simple "adapter" script that would run on Bukkit damage events, which would transform DM's from ML into DM's from MM. That did not work, here's why:
### Problem 2: event priorities
I've tried a lot of different things and I cannot implement this on my end. The reason has to do with event priorities. MythicLib applies tons of things (like on-hit effects, elemental damage etc.) using damage events on priority HIGHEST. Such an adapter script would be useless when ran at priority HIGHEST because MM has already done all its calculations. If I use a priority like LOWER, I risk conflicting with flag plugins like WG, Residence which prevent PvP in certain zones. I've done the assumption that MM runs at priority NORMAL or HIGH which should be the case imo.
That is to say, I think things have to be done on MM end. Hope you can provide more compatibility tools when redoing the dmg system, being able to achieve this in-depth damage system compatibility would be a nice advancement. I can provide more information if required
### ... Bugs
This creates weird issues were elements & damage types are only recognized in a specific direction (MM -> ML). On-hit elemental damage from ML is not recognized by MM on melee/projectiles attacks. Nevertheless, the `mmodamage` mechanic works fine within MM (because it is coded to register the right DM's in both ML and MM).https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1013[Feature Request] Support Proskillapi2023-09-15T01:27:49Zluoxiawuchen[Feature Request] Support Proskillapi**Summary**
Describe your suggestion in detail.
With the abandonment of skillapi, skillapi only supports up to version 1.15
The proskillapi is taken over by a new team. This project is the continuation of the skillapi,
The proskillapi supports 1.16+, which is consistent with the support of future versions of mm。
**Usage**
Describe how your suggestion would be used.
Based on the support type of skillapi, support the Proskilapi.
For example, in the configuration file:
Compatibility:
SkillAPI:
Enabled: true
ShowXPMessage: true
XPMessageFormat: '&7You receive <drop.amount> experience for slaying <dropper.name>'
Add Proskillapi compatibility:
Compatibility:
SkillAPI:
Enabled: true
ShowXPMessage: true
XPMessageFormat: '&7You receive <drop.amount> experience for slaying <dropper.name>'
ProSkillAPI:
Enabled: true
ShowXPMessage: true
XPMessageFormat: '&7You receive <drop.amount> experience for slaying <dropper.name>'
**Value**
Describe what value your suggestion adds to the project.
The old version of skillapi is too old, and the updated support for proskillapi conforms to the development trend of mm version.
**Priority**
Describe what priority you think this suggestion should have and why.
Like mm, skillapi plays a very important role in the RPG server. However, skillapi does not support the mc1.16+version, and proskillapi provides support (but it also rewrites some codes and placeholders, which requires mm to re support)
**Implementation**
Describe how you think your suggestion should be implemented.
Just like skillapi, let monsters drop ProSkillapi experience.**Summary**
Describe your suggestion in detail.
With the abandonment of skillapi, skillapi only supports up to version 1.15
The proskillapi is taken over by a new team. This project is the continuation of the skillapi,
The proskillapi supports 1.16+, which is consistent with the support of future versions of mm。
**Usage**
Describe how your suggestion would be used.
Based on the support type of skillapi, support the Proskilapi.
For example, in the configuration file:
Compatibility:
SkillAPI:
Enabled: true
ShowXPMessage: true
XPMessageFormat: '&7You receive <drop.amount> experience for slaying <dropper.name>'
Add Proskillapi compatibility:
Compatibility:
SkillAPI:
Enabled: true
ShowXPMessage: true
XPMessageFormat: '&7You receive <drop.amount> experience for slaying <dropper.name>'
ProSkillAPI:
Enabled: true
ShowXPMessage: true
XPMessageFormat: '&7You receive <drop.amount> experience for slaying <dropper.name>'
**Value**
Describe what value your suggestion adds to the project.
The old version of skillapi is too old, and the updated support for proskillapi conforms to the development trend of mm version.
**Priority**
Describe what priority you think this suggestion should have and why.
Like mm, skillapi plays a very important role in the RPG server. However, skillapi does not support the mc1.16+version, and proskillapi provides support (but it also rewrites some codes and placeholders, which requires mm to re support)
**Implementation**
Describe how you think your suggestion should be implemented.
Just like skillapi, let monsters drop ProSkillapi experience.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1002[Feature Request] Support wildcards on region condition2023-09-18T18:41:33Zl rz[Feature Request] Support wildcards on region condition**Summary**
Support wildcards on region condition.
This is a supplement for #959. Since this may be easier to achive, hope it can be implemented faster.
**Usage**
To support various region creating plugins such as ProtectionStone.
**Value**
Makes region condition more flexible.
**Priority**
Maybe high. It's needed for some servers using WG and PS to protect player assets.
**Implementation**
Add wildcards supports such as "\?", "\*" to region condition.
e.x.**- region{r=ps\*x\*y\*z}** condition is able to detect region "ps0x0y0z", "ps100x64y-100z" and more.**Summary**
Support wildcards on region condition.
This is a supplement for #959. Since this may be easier to achive, hope it can be implemented faster.
**Usage**
To support various region creating plugins such as ProtectionStone.
**Value**
Makes region condition more flexible.
**Priority**
Maybe high. It's needed for some servers using WG and PS to protect player assets.
**Implementation**
Add wildcards supports such as "\?", "\*" to region condition.
e.x.**- region{r=ps\*x\*y\*z}** condition is able to detect region "ps0x0y0z", "ps100x64y-100z" and more.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1000[Feature Request] Allow spawn a group of mobs for each spawn point with rando...2023-09-18T18:41:29Zl rz[Feature Request] Allow spawn a group of mobs for each spawn point with random spawn system**Summary**
Add a new option "GroupNumber" for random spawning system to set a number or range that how many mobs will be spawned as a group at a spawn point. For example, if set "GroupNumber: 2-5", there will be 2-5 mobs being spawned at each point.
**Usage**
To randomly spawn mobs into groups.
**Value**
Makes the random spawn system more like the vanilla mob spawning. Most vanilla mobs, such as zombies, pigs, are usually spawned as a group containing 1-4 mobs together.
**Priority**
Low to medium. Just add a beautiful thing to a contrasting beautiful thing.
**Implementation**
Add a new option "GroupNumber" for random spawning system, as mentioned above.**Summary**
Add a new option "GroupNumber" for random spawning system to set a number or range that how many mobs will be spawned as a group at a spawn point. For example, if set "GroupNumber: 2-5", there will be 2-5 mobs being spawned at each point.
**Usage**
To randomly spawn mobs into groups.
**Value**
Makes the random spawn system more like the vanilla mob spawning. Most vanilla mobs, such as zombies, pigs, are usually spawned as a group containing 1-4 mobs together.
**Priority**
Low to medium. Just add a beautiful thing to a contrasting beautiful thing.
**Implementation**
Add a new option "GroupNumber" for random spawning system, as mentioned above.https://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/MultiLib