MythicMobs issueshttps://git.lumine.io/mythiccraft/MythicMobs/-/issues2024-01-31T00:31:50Zhttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/1468[Bug] SpecificFaction AITargetSelector attacking players regardless of Permis...2024-01-31T00:31:50ZDantes-Infernos[Bug] SpecificFaction AITargetSelector attacking players regardless of Permission**Summary**
My goal is for "Castle_Defender_Smart" mob to attack players on the faction/team of "Pirates" and to not attack friendly faction players "CastleDefenders"
I've been following along with the Wiki: https://git.mythiccraft.io/mythiccraft/MythicMobs/-/wikis/Mobs/Factions
and it mentions "Note on Players: By default, MythicMobs uses a permission system for players to be considered part of a faction. If a player has the permission faction.(factionname), they will be considered in the faction."
I am using Luck Perms and have assigned faction.Pirates as a default permission. (see attached)
On a MythicMob, I have set AITargetSelectors to include OtherFaction which the wiki states includes any other entities that are not the caster's faction as a target. (see attached 2)
I've tried setting a specific faction or giving the player selector a condition but to no avail. (setting the target selector to players attacks all players)
The server is recognizing changes from Mythic Mobs since I do a /mm reload and am able to get changes.
Also seen on the Mythic Mobs discord: https://discord.com/channels/213109157983813633/1200997355357491310
This post includes images.
**Steps to reproduce**
Pastebin is down. YML mobs file:
[Castle_Defenders.yml](/uploads/f9c2cba190ced0f26fc429081486ee8e/Castle_Defenders.yml)
**Current behavior**
Bug:
The "Pirate_Raider_Smart" mob attacks a player with the "faction.pirates" permission regardless of the
AITargetSelectors: - specificfaction{f=CastleDefenders}
**Intended correct behavior**
I believe the mob should only attack the player is they have "faction.castledefenders" permission but not attack "faction.pirates" permission.
**Server log file**
Pastebin is down. Latest Log:
[latest.log](/uploads/d94799f4016b5f756655ddfb6b7befde/latest.log)
**Proposed fixes**
Unsure of what the Issue here is.**Summary**
My goal is for "Castle_Defender_Smart" mob to attack players on the faction/team of "Pirates" and to not attack friendly faction players "CastleDefenders"
I've been following along with the Wiki: https://git.mythiccraft.io/mythiccraft/MythicMobs/-/wikis/Mobs/Factions
and it mentions "Note on Players: By default, MythicMobs uses a permission system for players to be considered part of a faction. If a player has the permission faction.(factionname), they will be considered in the faction."
I am using Luck Perms and have assigned faction.Pirates as a default permission. (see attached)
On a MythicMob, I have set AITargetSelectors to include OtherFaction which the wiki states includes any other entities that are not the caster's faction as a target. (see attached 2)
I've tried setting a specific faction or giving the player selector a condition but to no avail. (setting the target selector to players attacks all players)
The server is recognizing changes from Mythic Mobs since I do a /mm reload and am able to get changes.
Also seen on the Mythic Mobs discord: https://discord.com/channels/213109157983813633/1200997355357491310
This post includes images.
**Steps to reproduce**
Pastebin is down. YML mobs file:
[Castle_Defenders.yml](/uploads/f9c2cba190ced0f26fc429081486ee8e/Castle_Defenders.yml)
**Current behavior**
Bug:
The "Pirate_Raider_Smart" mob attacks a player with the "faction.pirates" permission regardless of the
AITargetSelectors: - specificfaction{f=CastleDefenders}
**Intended correct behavior**
I believe the mob should only attack the player is they have "faction.castledefenders" permission but not attack "faction.pirates" permission.
**Server log file**
Pastebin is down. Latest Log:
[latest.log](/uploads/d94799f4016b5f756655ddfb6b7befde/latest.log)
**Proposed fixes**
Unsure of what the Issue here is.https://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/1465[Bug] Skill hit{m=2} can't work. Always damage 100% damage2024-01-26T07:06:21Zpatatoplugin[Bug] Skill hit{m=2} can't work. Always damage 100% damage**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**
here's the mob:
```
test_zombie:
Type: ZOMBIE
Display: '&ftest_zombie'
Factions: zombie
Health: 50
Damage: 6
Skills:
- hit{m=2} @PIR{r=5} ~onTimer:40
```
But player will only damaged 6.Not 12
I test it in version MythicMobs-5.5.1 and the lastest snapshot,both can't work right.
server version is purpur-2062 (1.20.1)
**Intended correct behavior**
damage player double amount
**Server log file**
no need
**Debug log snippet**
**Proposed fixes**
multiplies damage can't work**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**
here's the mob:
```
test_zombie:
Type: ZOMBIE
Display: '&ftest_zombie'
Factions: zombie
Health: 50
Damage: 6
Skills:
- hit{m=2} @PIR{r=5} ~onTimer:40
```
But player will only damaged 6.Not 12
I test it in version MythicMobs-5.5.1 and the lastest snapshot,both can't work right.
server version is purpur-2062 (1.20.1)
**Intended correct behavior**
damage player double amount
**Server log file**
no need
**Debug log snippet**
**Proposed fixes**
multiplies damage can't workhttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/1462BlockType conditions not working well adding blockstates of slabs2024-01-23T16:21:12ZBimic332BlockType conditions not working well adding blockstates of slabs**Summary**
I'm creating a furniture wich one is placed by means of a skill, which has the condition below, which allows me to set the roof correctly.
```
ceiling_summon_slab:
TargetConditions:
-blocktype{type=jungle_slab;oak_slab;spruce_slab;birch_slab;acacia_slab;dark_oak_slab;mangrove_slab;CHERRY_SLAB[type=Top];bamboo_slab;bamboo_mosaic_slab;crimson_slab;warped_slab;stone_slab;cobblestone_slab;mossy_cobblestone_slab;smooth_stone_slab;stone_brick_slab;mossy_stone_brick_slab;granite_slab;polished_granite_slab;diorite_slab;polished_diorite_slab;andesite_slab;polished_andesite_slab;cobbled_deepslate_slab;polished_deepslate_slab;deepslate_brick_slab;deepslate_tile_slab;brick_slab;mud_brick_slab;sandstone_slab;smooth_sandstone_slab;cut_sandstone_slab;red_sandstone_slab;smooth_red_sandstone_slab;cut_red_sandstone_slab;prismarine_slab;prismarine_brick_slab;dark_prismarine_slab;nether_brick_slab;red_nether_brick_slab;blackstone_slab;polished_blackstone_slab;polished_blackstone_brick_slab;end_stone_brick_slab;purpur_slab;quartz_slab;smooth_quartz_slab;cut_copper_slab;exposed_cut_copper_slab;weathered_cut_copper_slab;oxidized_cut_copper_slab;waxed_cut_copper_slab;waxed_exposed_cut_copper_slab;waxed_weathered_cut_copper_slab;waxed_oxidized_cut_copper_slab} orElseCast ceiling_summon_block
```
This skill is first of all executed by the player through this skill:
```
ceiling_summon_pre:
Skills:
- skill{s=ceiling_summon_slab} @TargetBlock{d=5;it=false}
```
MythicMobs doesn't support detecting blockstates of slabs. I am trying to make a condition that detects if it is a ``slab[type=top]`` or ``slab[type=bottom]`` and it detects it as if it did not put any type of slab
I am trying to configure the perfect height for each type of furniture, for example:
![image](/uploads/6317a5e25e9cb36cb4587c5677c65d20/image.png)
**Steps to reproduce**
Just making the same config like I've put.
**Current behavior**
Basically it's not detecting the types of slabs, like: top,bottom,double
**Intended correct behavior**
Detect any type of slab
**Server log file**
I don't get any error on console.
**Proposed fixes**
Add support for slab types.**Summary**
I'm creating a furniture wich one is placed by means of a skill, which has the condition below, which allows me to set the roof correctly.
```
ceiling_summon_slab:
TargetConditions:
-blocktype{type=jungle_slab;oak_slab;spruce_slab;birch_slab;acacia_slab;dark_oak_slab;mangrove_slab;CHERRY_SLAB[type=Top];bamboo_slab;bamboo_mosaic_slab;crimson_slab;warped_slab;stone_slab;cobblestone_slab;mossy_cobblestone_slab;smooth_stone_slab;stone_brick_slab;mossy_stone_brick_slab;granite_slab;polished_granite_slab;diorite_slab;polished_diorite_slab;andesite_slab;polished_andesite_slab;cobbled_deepslate_slab;polished_deepslate_slab;deepslate_brick_slab;deepslate_tile_slab;brick_slab;mud_brick_slab;sandstone_slab;smooth_sandstone_slab;cut_sandstone_slab;red_sandstone_slab;smooth_red_sandstone_slab;cut_red_sandstone_slab;prismarine_slab;prismarine_brick_slab;dark_prismarine_slab;nether_brick_slab;red_nether_brick_slab;blackstone_slab;polished_blackstone_slab;polished_blackstone_brick_slab;end_stone_brick_slab;purpur_slab;quartz_slab;smooth_quartz_slab;cut_copper_slab;exposed_cut_copper_slab;weathered_cut_copper_slab;oxidized_cut_copper_slab;waxed_cut_copper_slab;waxed_exposed_cut_copper_slab;waxed_weathered_cut_copper_slab;waxed_oxidized_cut_copper_slab} orElseCast ceiling_summon_block
```
This skill is first of all executed by the player through this skill:
```
ceiling_summon_pre:
Skills:
- skill{s=ceiling_summon_slab} @TargetBlock{d=5;it=false}
```
MythicMobs doesn't support detecting blockstates of slabs. I am trying to make a condition that detects if it is a ``slab[type=top]`` or ``slab[type=bottom]`` and it detects it as if it did not put any type of slab
I am trying to configure the perfect height for each type of furniture, for example:
![image](/uploads/6317a5e25e9cb36cb4587c5677c65d20/image.png)
**Steps to reproduce**
Just making the same config like I've put.
**Current behavior**
Basically it's not detecting the types of slabs, like: top,bottom,double
**Intended correct behavior**
Detect any type of slab
**Server log file**
I don't get any error on console.
**Proposed fixes**
Add support for slab types.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1460ignoreenchantments option for damage will also ignore enchants unrelated to d...2024-01-21T13:23:15Zxlsalvolxignoreenchantments option for damage will also ignore enchants unrelated to damageHello, i found very weird issue with the ignoreenchantments option for the damage mechanic, basically it will ignore enchants that have nothing to do with damage output, resulting in unwanted issues:
https://www.youtube.com/watch?v=126ftKIRdOA
In this example i'm using a custom enchant that will keep the sword in my inventory once i die, but the mob i'm using to test will kill me using damage with the ignoreenchantments option set to true, resulting in me dropping the sword.
mob config (https://paste.md-5.net/iluwutuceh.coffeescript)
I do want to use the ignoreenchantments option active to bypass armors protection, but i don't want the items to drop if they have the soulbound enchantHello, i found very weird issue with the ignoreenchantments option for the damage mechanic, basically it will ignore enchants that have nothing to do with damage output, resulting in unwanted issues:
https://www.youtube.com/watch?v=126ftKIRdOA
In this example i'm using a custom enchant that will keep the sword in my inventory once i die, but the mob i'm using to test will kill me using damage with the ignoreenchantments option set to true, resulting in me dropping the sword.
mob config (https://paste.md-5.net/iluwutuceh.coffeescript)
I do want to use the ignoreenchantments option active to bypass armors protection, but i don't want the items to drop if they have the soulbound enchanthttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/1459BOWHIT trigger in stats triggers on melee hits too2024-01-21T00:18:59ZCharlieBOWHIT trigger in stats triggers on melee hits too**Summary**
the onBowHit trigger also triggers for melee hits when used as the trigger in a damage_bonus stat
**Steps to reproduce**
Add a damage_bonus stat that uses trigger BOWHIT and melee attack with the bow
**Current behavior**
It triggers for both bow hits and melee hits
**Intended correct behavior**
It should only trigger for arrows hitting
**Server log file**
https://pastebin.com/H2cAGzj4
**Debug log snippet**
debug doesn't show anything**Summary**
the onBowHit trigger also triggers for melee hits when used as the trigger in a damage_bonus stat
**Steps to reproduce**
Add a damage_bonus stat that uses trigger BOWHIT and melee attack with the bow
**Current behavior**
It triggers for both bow hits and melee hits
**Intended correct behavior**
It should only trigger for arrows hitting
**Server log file**
https://pastebin.com/H2cAGzj4
**Debug log snippet**
debug doesn't show anythinghttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/1453[Suggestion] Allow stat parameter in stataura mechanic to accept lists of stats2024-01-17T04:38:54ZCharlie[Suggestion] Allow stat parameter in stataura mechanic to accept lists of stats**Summary**
Allow the stat parameter in stataura to accept lists of stats
**Value**
This would clean up configs that have skills/enchants/etc. giving multiple stats via statauras at a time that are using the same modifier so we don't need to have a separate aura for each stat. Also just qol.
**Priority**
Would certainly help my current project quite a bit
**Implementation**
- stataura{auraName=Augment;duration=20;stat=STAT1,STAT2,STAT3;type=ADDITIVE_MULTIPLIER;value=1.1}**Summary**
Allow the stat parameter in stataura to accept lists of stats
**Value**
This would clean up configs that have skills/enchants/etc. giving multiple stats via statauras at a time that are using the same modifier so we don't need to have a separate aura for each stat. Also just qol.
**Priority**
Would certainly help my current project quite a bit
**Implementation**
- stataura{auraName=Augment;duration=20;stat=STAT1,STAT2,STAT3;type=ADDITIVE_MULTIPLIER;value=1.1}https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1450No onSkillDamage aura2024-01-13T15:25:11ZIonTechNo onSkillDamage auraTitle, the current onAttack aura does not account for skill damage. Additionally, for the onSkillDamage/onAttack auras, the <skill.var.damage-amount> variable does not work, and doesn't retrieve the damage dealt unlike with onDamaged.
There is also no way to retrieve the raw, true damage dealt/received before enemy armor/stats/multipliers. A placeholder like <skill.var.damage-dealt> or <skill.var.damage-true> would be great.Title, the current onAttack aura does not account for skill damage. Additionally, for the onSkillDamage/onAttack auras, the <skill.var.damage-amount> variable does not work, and doesn't retrieve the damage dealt unlike with onDamaged.
There is also no way to retrieve the raw, true damage dealt/received before enemy armor/stats/multipliers. A placeholder like <skill.var.damage-dealt> or <skill.var.damage-true> would be great.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1423variables bug with forceload2024-01-13T14:23:38Zminereacteurvariables bug with forceloadI realized that when an entity is in a forceload area with a variable of type save=true
after the server restarts its variable gets deleted and becomes undefined.
(I used this little rabbit for my tests ^^)
test:
Type: rabbit
Skills:
- setvariable{var=caster.VariableA;type=INTEGER;value="10";save=true;s=CASTER} @self ~onSpawn
- message{m="<#AAAAAA>» test a <caster.var.VariableA>"} @NearestPlayer{r=50} ~onTimer:10
- variableadd{var=caster.VariableA;amount=1} ~onInteract
Display: "&6Test"
Options:
Despawn: persistent
PreventOtherDrops: true
Silent: true
KnockbackResistance: 1
PreventItemPickup: true
PreventRandomEquipment: trueI realized that when an entity is in a forceload area with a variable of type save=true
after the server restarts its variable gets deleted and becomes undefined.
(I used this little rabbit for my tests ^^)
test:
Type: rabbit
Skills:
- setvariable{var=caster.VariableA;type=INTEGER;value="10";save=true;s=CASTER} @self ~onSpawn
- message{m="<#AAAAAA>» test a <caster.var.VariableA>"} @NearestPlayer{r=50} ~onTimer:10
- variableadd{var=caster.VariableA;amount=1} ~onInteract
Display: "&6Test"
Options:
Despawn: persistent
PreventOtherDrops: true
Silent: true
KnockbackResistance: 1
PreventItemPickup: true
PreventRandomEquipment: truehttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/1447Aura onDamaged Mechanic doesn't work2024-01-08T23:29:55ZAndrea Di GiovanniAura onDamaged Mechanic doesn't work```TestSword:
Id: DIAMOND_SWORD
Data: 0
Display: "&7&lTest Sword"
Lore:
- "&5&oTest Sword"
Skills:
- damage{a=4;ia=false;pi=true;pkb=true;element=DAMAGES} @self ~onUse```
Then i do /mm test cast AuraDamages
```AuraDamages:
Skills:
- message{m="debug"} @self
- onDamaged{auraName=TestAura;damageMods="DAMAGES 4,DAMAGEB 1.2";i=1;d=20;refreshDuration=true} @self```
And i always take 4 damages, not 16 as it should be...```TestSword:
Id: DIAMOND_SWORD
Data: 0
Display: "&7&lTest Sword"
Lore:
- "&5&oTest Sword"
Skills:
- damage{a=4;ia=false;pi=true;pkb=true;element=DAMAGES} @self ~onUse```
Then i do /mm test cast AuraDamages
```AuraDamages:
Skills:
- message{m="debug"} @self
- onDamaged{auraName=TestAura;damageMods="DAMAGES 4,DAMAGEB 1.2";i=1;d=20;refreshDuration=true} @self```
And i always take 4 damages, not 16 as it should be...https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1444itemissimilar condition bug2024-01-06T11:00:59ZScaletjohitemissimilar condition bugI want to use the condition to check the boots of the player likes this:
- itemissimilar{i=LEATHER_BOOTS{enchants=PROTECTION_ENVIRONMENTAL:20};slot=FEET} true
But this doesnt really work, that I ask for Leather_Boots that have the protection enchantment 20
Whyever the skill with that condition will work with all dyed leahter_boots, so theres is a small issue, because I just want that it works with items that got the protection 20 enchantment
And one question maybe, can you say me how I can ask for attributes if I want to write the Item in that style as above ?
I actually want to ask for the Movementspeed attribute or maybe for the color attribute of boots, to specify them, but this isnt working.I want to use the condition to check the boots of the player likes this:
- itemissimilar{i=LEATHER_BOOTS{enchants=PROTECTION_ENVIRONMENTAL:20};slot=FEET} true
But this doesnt really work, that I ask for Leather_Boots that have the protection enchantment 20
Whyever the skill with that condition will work with all dyed leahter_boots, so theres is a small issue, because I just want that it works with items that got the protection 20 enchantment
And one question maybe, can you say me how I can ask for attributes if I want to write the Item in that style as above ?
I actually want to ask for the Movementspeed attribute or maybe for the color attribute of boots, to specify them, but this isnt working.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1439[Suggestion] Allow DAMAGE_MODIFIER custom stats to use negative numbers2024-01-01T08:26:28ZCharlie[Suggestion] Allow DAMAGE_MODIFIER custom stats to use negative numbers**Summary**
Allow DAMAGE_MODIFIER type stats to use negative numbers and go below 0.
**Usage**
Currently you can make the same effect by having two separate stats for the same damage type, one for a weakness to the damage type and one for resistance to it by using damage formula d+v for weakness and d-v for resistance. If negative numbers were able to bring the stat below zero it could condense this into a single stat by adding a negative value stat as an additive.
You can already do this by something along the lines of STATNAME -2.5 ADDITIVE, however it will never drop below zero doing this so its use is currently limited.
**Value**
I think condensing things into smaller files that make logical sense is always a good thing.
**Priority**
Would be nice, especially for my current project that is heavily reliant on the stat system.**Summary**
Allow DAMAGE_MODIFIER type stats to use negative numbers and go below 0.
**Usage**
Currently you can make the same effect by having two separate stats for the same damage type, one for a weakness to the damage type and one for resistance to it by using damage formula d+v for weakness and d-v for resistance. If negative numbers were able to bring the stat below zero it could condense this into a single stat by adding a negative value stat as an additive.
You can already do this by something along the lines of STATNAME -2.5 ADDITIVE, however it will never drop below zero doing this so its use is currently limited.
**Value**
I think condensing things into smaller files that make logical sense is always a good thing.
**Priority**
Would be nice, especially for my current project that is heavily reliant on the stat system.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1435Errors with @vein when targeting crops2023-12-27T20:50:31ZCharlieErrors with @vein when targeting crops**Summary**
Some errors are thrown when trying to use the @vein targeter on crops and it does not target them correctly.
**Steps to reproduce**
Put this skill on an item and break any type of crop listed. Also tried using #_CROPS and just CROPS
https://pastebin.com/TcqixcC9
**Current behavior**
These errors are thrown and the @vein does not target the crops if you hit one directly. If you hit a grass block(as shown in the skills @vein targeter) while its sitting next to a bunch of crops, they will all break as intended but errors are still thrown.
https://pastebin.com/Awxkd6YT and https://pastebin.com/rH2iMyGb
**Intended correct behavior**
No errors, and for @vein to be able to target crops(beetroot, wheat, carrots, potatoes, nether wart, mushrooms, warped fungus, etc.) correctly.
**Server log file**
https://pastebin.com/BcLtzgiD
**Debug log snippet**
Unable to. The first error causes the console to completely freeze up.**Summary**
Some errors are thrown when trying to use the @vein targeter on crops and it does not target them correctly.
**Steps to reproduce**
Put this skill on an item and break any type of crop listed. Also tried using #_CROPS and just CROPS
https://pastebin.com/TcqixcC9
**Current behavior**
These errors are thrown and the @vein does not target the crops if you hit one directly. If you hit a grass block(as shown in the skills @vein targeter) while its sitting next to a bunch of crops, they will all break as intended but errors are still thrown.
https://pastebin.com/Awxkd6YT and https://pastebin.com/rH2iMyGb
**Intended correct behavior**
No errors, and for @vein to be able to target crops(beetroot, wheat, carrots, potatoes, nether wart, mushrooms, warped fungus, etc.) correctly.
**Server log file**
https://pastebin.com/BcLtzgiD
**Debug log snippet**
Unable to. The first error causes the console to completely freeze up.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1433[Bug] onDamaged aura + onHit skill + cancelevent removes aura2023-12-26T18:18:35ZSlipperySmurfPS[Bug] onDamaged aura + onHit skill + cancelevent removes aura**Summary**
The onDamaged aura has a bug, when using onHit + cancelevent
**Steps to reproduce**
- onDamaged{d=1000;i=1;onHit=HITSKILL} @EIR{r=10}
HITSKILL:
Skills:
- cancelevent
**Current behavior**
The cancelevent removes the aura from the mob/player that has the aura
**Intended correct behavior**
Cancelevent should cancel the damage event that triggered the aura
**Proposed fixes**
Revise functionality -- Additional note, using ce=true does cancel the event, but it makes it impossible to do it conditionally. What I'm trying to do is have the damage amount be modified or canceled based on the triggering unit having (or not having) an aura. Using ce=true prevents 1) Retaining the damage amount through the use of the damage placeholder, and 2) having the damage be dealt in some cases, and not dealt in others**Summary**
The onDamaged aura has a bug, when using onHit + cancelevent
**Steps to reproduce**
- onDamaged{d=1000;i=1;onHit=HITSKILL} @EIR{r=10}
HITSKILL:
Skills:
- cancelevent
**Current behavior**
The cancelevent removes the aura from the mob/player that has the aura
**Intended correct behavior**
Cancelevent should cancel the damage event that triggered the aura
**Proposed fixes**
Revise functionality -- Additional note, using ce=true does cancel the event, but it makes it impossible to do it conditionally. What I'm trying to do is have the damage amount be modified or canceled based on the triggering unit having (or not having) an aura. Using ce=true prevents 1) Retaining the damage amount through the use of the damage placeholder, and 2) having the damage be dealt in some cases, and not dealt in othershttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/1265livinginradius condition does not appear to function2023-12-24T19:30:35ZDantelivinginradius condition does not appear to functionMM version 5.4.0 || PaperMC-100 1.20.1
The condition "livinginradius" does not evalutate all mobs in the radius.
There is no console error for it.
This is the skill:
```yaml
- potionclear{t=INVISIBILITY} @self ~onTimer:5 ?!livinginradius{r=15;a=>2}
```
In it I am assuming the mob counts itself and the player nearby "owner"
This skill however works fine:
```yaml
- potionclear{t=INVISIBILITY} @self ~onTimer:5 ?!mobsinradius{t=SkeletalMinion;r=15;a=>2}
```
However, this means I have to specify each mob on the server for the bodyguard use case I need it for.
This is tedious and should not be necessary.
Please correct me if I am somehow doing this wronf, otherwise I must notify this as a bug.MM version 5.4.0 || PaperMC-100 1.20.1
The condition "livinginradius" does not evalutate all mobs in the radius.
There is no console error for it.
This is the skill:
```yaml
- potionclear{t=INVISIBILITY} @self ~onTimer:5 ?!livinginradius{r=15;a=>2}
```
In it I am assuming the mob counts itself and the player nearby "owner"
This skill however works fine:
```yaml
- potionclear{t=INVISIBILITY} @self ~onTimer:5 ?!mobsinradius{t=SkeletalMinion;r=15;a=>2}
```
However, this means I have to specify each mob on the server for the bodyguard use case I need it for.
This is tedious and should not be necessary.
Please correct me if I am somehow doing this wronf, otherwise I must notify this as a bug.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1430MovetowardsTarget Not working2023-12-24T17:01:37ZpanpanppMovetowardsTarget Not workingSomehow MovetowardsTarget AiGoalselector Was not working.Somehow MovetowardsTarget AiGoalselector Was not working.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1427Orbital being wonky donkey on Dev Builds2023-12-23T01:28:21ZKudosakiOrbital being wonky donkey on Dev Builds**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**
Not respawning the orbital mob after a skill is cast.
**Intended correct behavior**
Respawn after skill cast.
**Proposed fixes**
I'm not entirely sure how to fix this, I just know that it's wonk.
https://cdn.discordapp.com/attachments/1187269602749722645/1187614532852523038/c58fa4ab730c452cba831e6585d66f5a.gif?ex=65978739&is=65851239&hm=c9637b8acd17386c4a1ee7c9dc2240415769c68f3e4e952150dcf4a6f14e51f6&
Technically Code Issue.
```
Spirit_Guardian_BUFF:
Cooldown: 0
Conditions:
- mobsInRadius{types=Spirit_Guardian;amount=1to10;radius=2} false
- hasaurastacks{auraName=Spirit_Guardian_STOP} false
Skills:
- orbital{bulletType=MOB;mob=Spirit_Guardian;hr=1;vr=1;hp=false;hnp=false;r=0;points=1;i=1;duration=40000;oy=0;rx=0;ry=0;rz=0;avx=0;avy=0;avz=0} @self
Spirit_Guardian:
Cooldown: 0
Skills:
- skill{s=Spirit_Guardian_ACTIVATE} @MIR{r=2;t=Spirit_Guardian;target=armorstands}
- skill{s=Spirit_Guardian_BUFF} @self
Spirit_Guardian_REMOVE:
Cooldown: 0
Conditions:
- hasaurastacks{auraName=Spirit_Guardian} false
Skills:
- remove{delay=1} @self
- effect:particles{particle=redstone;color=#33ffdd;amount=20;hS=1.3;vS=1.2;y=2;speed=0;forwardOffset=-2;sideOffset=0} @self
- effect:particles{particle=redstone;color=#cff0ff;amount=20;hS=1.3;vS=1.2;y=2;speed=0;forwardOffset=-2;sideOffset=0} @self
Spirit_Guardian_REMOVE_BUFF:
Cooldown: 0
TargetConditions:
- hasaurastacks{auraName=Spirit_Guardian_STOP} true
Skills:
- remove{delay=1} @self
- effect:particles{particle=redstone;color=#33ffdd;amount=20;hS=1.3;vS=1.2;y=2;speed=0;forwardOffset=-2;sideOffset=0} @self
- effect:particles{particle=redstone;color=#cff0ff;amount=20;hS=1.3;vS=1.2;y=2;speed=0;forwardOffset=-2;sideOffset=0} @self
Spirit_Guardian_ACTIVATE:
Conditions:
- hasaurastacks{auraName=Spirit_Guardian_STOP} false
Skills:
- SudoSkill{s=Spirit_Guardian_SKILL1;setcasterastrigger=true} @MIR{r=2;t=Spirit_Guardian;target=armorstands}
Spirit_Guardian_SKILL1:
TriggerConditions:
- owner{} true
Skills:
- Aura{auraName=Spirit_Guardian;interval=1;duration=40} @self
```
**Spirit_Guardian is being casted on timer every 2s.**
```
Summon_Phoenix:
Skills:
- Aura{auraName=Spirit_Guardian_STOP;interval=1;duration=40} @self
- Aura{auraName=Summon_Phoenix_NO;interval=1;duration=25} @self
- summon{type=Summon_Phoenix;amount=1;radius=0;yRadius=0;onSurface=true} @self
- projectile{onTick=Summon_Phoenix_TickT;onStart=Summon_Phoenix_Tick;onHit=Summon_Phoenix_HIT;v=1;i=1;hR=1;vR=1;mr=23;hnp=true;hO=0;sE=false;sB=false;hs=true;hfs=0;syo=0;tyo=0;sfo=-1.5} @Forward{f=20;y=0;lockpitch=true}
- effect:sound{s=summoner_sounds:samus.summon_sound;volume=1;pitch=1} @self
- effect:sound{s=summoner_sounds:samus.phoenix_summon;volume=1;pitch=1;delay=10} @self
- effect:sound{s=summoner_sounds:samus.phoenix_screech;volume=1;pitch=1;delay=15} @self
```
`- Aura{auraName=Spirit_Guardian_STOP;interval=1;duration=40} @self`
Is what removing the guardian spirit, should've made the guardian spirit reappears in 2 seconds, but it doesnt.
But by giving
`- orbital{bulletType=MOB;mob=Spirit_Guardian;AuraName=Kinky_Buff;hr=1;vr=1;hp=false;hnp=false;r=0;points=1;i=1;duration=40000;oy=0;rx=0;ry=0;rz=0;avx=0;avy=0;avz=0} @self`
an AuraName
and adding `- auraremove{aura=Kinky_Buff;stacks=10} @self`
below every `- Aura{auraName=Spirit_Guardian_STOP;interval=1;duration=40} @self`
Skill, makes it reappears like normal
So the aura might be persisting through even though the orbital mob is gone kapoot.
Purpur 1.20.2, MythicMobs Dev build update that added /mm pins move. Crucible Dev before the update `Fixed atlas merging happening before modelengine files are copied`**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**
Not respawning the orbital mob after a skill is cast.
**Intended correct behavior**
Respawn after skill cast.
**Proposed fixes**
I'm not entirely sure how to fix this, I just know that it's wonk.
https://cdn.discordapp.com/attachments/1187269602749722645/1187614532852523038/c58fa4ab730c452cba831e6585d66f5a.gif?ex=65978739&is=65851239&hm=c9637b8acd17386c4a1ee7c9dc2240415769c68f3e4e952150dcf4a6f14e51f6&
Technically Code Issue.
```
Spirit_Guardian_BUFF:
Cooldown: 0
Conditions:
- mobsInRadius{types=Spirit_Guardian;amount=1to10;radius=2} false
- hasaurastacks{auraName=Spirit_Guardian_STOP} false
Skills:
- orbital{bulletType=MOB;mob=Spirit_Guardian;hr=1;vr=1;hp=false;hnp=false;r=0;points=1;i=1;duration=40000;oy=0;rx=0;ry=0;rz=0;avx=0;avy=0;avz=0} @self
Spirit_Guardian:
Cooldown: 0
Skills:
- skill{s=Spirit_Guardian_ACTIVATE} @MIR{r=2;t=Spirit_Guardian;target=armorstands}
- skill{s=Spirit_Guardian_BUFF} @self
Spirit_Guardian_REMOVE:
Cooldown: 0
Conditions:
- hasaurastacks{auraName=Spirit_Guardian} false
Skills:
- remove{delay=1} @self
- effect:particles{particle=redstone;color=#33ffdd;amount=20;hS=1.3;vS=1.2;y=2;speed=0;forwardOffset=-2;sideOffset=0} @self
- effect:particles{particle=redstone;color=#cff0ff;amount=20;hS=1.3;vS=1.2;y=2;speed=0;forwardOffset=-2;sideOffset=0} @self
Spirit_Guardian_REMOVE_BUFF:
Cooldown: 0
TargetConditions:
- hasaurastacks{auraName=Spirit_Guardian_STOP} true
Skills:
- remove{delay=1} @self
- effect:particles{particle=redstone;color=#33ffdd;amount=20;hS=1.3;vS=1.2;y=2;speed=0;forwardOffset=-2;sideOffset=0} @self
- effect:particles{particle=redstone;color=#cff0ff;amount=20;hS=1.3;vS=1.2;y=2;speed=0;forwardOffset=-2;sideOffset=0} @self
Spirit_Guardian_ACTIVATE:
Conditions:
- hasaurastacks{auraName=Spirit_Guardian_STOP} false
Skills:
- SudoSkill{s=Spirit_Guardian_SKILL1;setcasterastrigger=true} @MIR{r=2;t=Spirit_Guardian;target=armorstands}
Spirit_Guardian_SKILL1:
TriggerConditions:
- owner{} true
Skills:
- Aura{auraName=Spirit_Guardian;interval=1;duration=40} @self
```
**Spirit_Guardian is being casted on timer every 2s.**
```
Summon_Phoenix:
Skills:
- Aura{auraName=Spirit_Guardian_STOP;interval=1;duration=40} @self
- Aura{auraName=Summon_Phoenix_NO;interval=1;duration=25} @self
- summon{type=Summon_Phoenix;amount=1;radius=0;yRadius=0;onSurface=true} @self
- projectile{onTick=Summon_Phoenix_TickT;onStart=Summon_Phoenix_Tick;onHit=Summon_Phoenix_HIT;v=1;i=1;hR=1;vR=1;mr=23;hnp=true;hO=0;sE=false;sB=false;hs=true;hfs=0;syo=0;tyo=0;sfo=-1.5} @Forward{f=20;y=0;lockpitch=true}
- effect:sound{s=summoner_sounds:samus.summon_sound;volume=1;pitch=1} @self
- effect:sound{s=summoner_sounds:samus.phoenix_summon;volume=1;pitch=1;delay=10} @self
- effect:sound{s=summoner_sounds:samus.phoenix_screech;volume=1;pitch=1;delay=15} @self
```
`- Aura{auraName=Spirit_Guardian_STOP;interval=1;duration=40} @self`
Is what removing the guardian spirit, should've made the guardian spirit reappears in 2 seconds, but it doesnt.
But by giving
`- orbital{bulletType=MOB;mob=Spirit_Guardian;AuraName=Kinky_Buff;hr=1;vr=1;hp=false;hnp=false;r=0;points=1;i=1;duration=40000;oy=0;rx=0;ry=0;rz=0;avx=0;avy=0;avz=0} @self`
an AuraName
and adding `- auraremove{aura=Kinky_Buff;stacks=10} @self`
below every `- Aura{auraName=Spirit_Guardian_STOP;interval=1;duration=40} @self`
Skill, makes it reappears like normal
So the aura might be persisting through even though the orbital mob is gone kapoot.
Purpur 1.20.2, MythicMobs Dev build update that added /mm pins move. Crucible Dev before the update `Fixed atlas merging happening before modelengine files are copied`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/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/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`