MythicMobs issueshttps://git.lumine.io/mythiccraft/MythicMobs/-/issues2024-01-29T02:08:17Zhttps://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/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/1448"Take damage" in playanimation has no effect2024-02-26T12:07:40ZiLunarCraft"Take damage" in playanimation has no effect- 'playanimation{animation=1;audience=World} @self'
When using other animation IDs, For example, animation=2 works normally, but only animation=1 has no effect.
MythicMobs-5.5.1
ServerVersion 1.19.4- 'playanimation{animation=1;audience=World} @self'
When using other animation IDs, For example, animation=2 works normally, but only animation=1 has no effect.
MythicMobs-5.5.1
ServerVersion 1.19.4https://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/1436passive mobs are not despawning2024-03-01T16:29:55Zxlsalvolxpassive mobs are not despawningHello, looks like passive mobs are not despawning in latest dev builds, even if the "Despawn" option is set to true (tested it in 4894)
Video of the issue: https://www.youtube.com/watch?v=b5keDNpZC-E&feature=youtu.be
Mob i used to test: https://paste.md-5.net/yadiwigipa.apache
This is happening with passive mobs onlyHello, looks like passive mobs are not despawning in latest dev builds, even if the "Despawn" option is set to true (tested it in 4894)
Video of the issue: https://www.youtube.com/watch?v=b5keDNpZC-E&feature=youtu.be
Mob i used to test: https://paste.md-5.net/yadiwigipa.apache
This is happening with passive mobs onlyhttps://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/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/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/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/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/1418PushButton not working as expected2023-12-09T13:13:57ZBurakPushButton not working as expected**Summary**
When using the CopperGolem mechanic, I found that the redstone mechanic does not work in certain directions of the button.
**Steps to reproduce**
video: https://streamable.com/43ah5r
boton:
Cooldown: 3
TargetConditions:
- blocktype{type=stone_button} true
Skills:
- state{s=mining2} @self
- delay 3
- setAI{ai=false} @self
- delay 20
- pushbutton{x=<target.l.x>;y=<target.l.y>;z=<target.l.z>} @self
- effect:sound{s=block.copper.hit;volume=1.0;pitch=0.5} @self
- effect:particles{p=reddust;color=#EF3214;amount=5;hS=2;vS=1;speed=.08;size=1} @self
- delay 3
- setAI{ai=true} @self
![image](/uploads/db99c083c676e8f2e84c9f0e319df4e3/image.png)
![image](/uploads/219703cab8f06d0bcd200fdc4027d7cb/image.png)**Summary**
When using the CopperGolem mechanic, I found that the redstone mechanic does not work in certain directions of the button.
**Steps to reproduce**
video: https://streamable.com/43ah5r
boton:
Cooldown: 3
TargetConditions:
- blocktype{type=stone_button} true
Skills:
- state{s=mining2} @self
- delay 3
- setAI{ai=false} @self
- delay 20
- pushbutton{x=<target.l.x>;y=<target.l.y>;z=<target.l.z>} @self
- effect:sound{s=block.copper.hit;volume=1.0;pitch=0.5} @self
- effect:particles{p=reddust;color=#EF3214;amount=5;hS=2;vS=1;speed=.08;size=1} @self
- delay 3
- setAI{ai=true} @self
![image](/uploads/db99c083c676e8f2e84c9f0e319df4e3/image.png)
![image](/uploads/219703cab8f06d0bcd200fdc4027d7cb/image.png)https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1416Item NBT why changes?2023-12-08T06:31:56ZReverseAllenItem NBT why changes?new and old items now can't overlapping.
You change Item NBT, old Item NBT not automatically updated, so the items cannot overlap at all.
very cool clever update.
new items have new NBT.
{PreventAnvil: 1b}
{PreventCrafting: 1b}
{PreventSmithing: 1b}
have method can close these three NBT outputs?new and old items now can't overlapping.
You change Item NBT, old Item NBT not automatically updated, so the items cannot overlap at all.
very cool clever update.
new items have new NBT.
{PreventAnvil: 1b}
{PreventCrafting: 1b}
{PreventSmithing: 1b}
have method can close these three NBT outputs?https://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.