MythicMobs issueshttps://git.lumine.io/mythiccraft/MythicMobs/-/issues2023-10-10T13:42:14Zhttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/1350Mythic Mobs Despawning on server2023-10-10T13:42:14ZkrdiyatennimMythic Mobs Despawning on serverMy mobs despawning on restart how ım can close this?My mobs despawning on restart how ım can close this?https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1349@Child is not functioning correctly.2023-10-10T12:51:54ZDante@Child is not functioning correctly.MM version 5.4.0 Build fe3fad12 || Paper 196
Latest Dev 5.4.1 Build 35c72449 || Paper 196
The targeter @children is busted. replacing it with @EIR{r=10} functions like normal and I can set the stance of the summoned armorstand. Please note that we can detect the caster name inside the raytrace. Armorstand recognizes caster as its parent, but cannot pass skills back to its child.
I expect to be able to set the stance of the child of the summoner which is the caster. summoner for summon is set as parent and this works as the message in the mob will show.
# Cast the following skill from an item:
# Skill
```yaml
swordPierce:
Skills:
- raytrace{
locationSkill=[
- summon{t=PiercingArmorStand;sip=true}
- m{m=My caster inside the raytrace is <caster.name>
];
raytraceConditions=[
- entitytype{t=armor_stand} false
];md=5}
- delay 5
- setStance{s=<caster.name>} @children # <--- change this to EIR{r=10} and it works.
```
# Mob
```yaml
PiercingArmorStand:
Type: Armorstand
Options:
Invincible: true
HasGravity: true
Interactable: false
AlwaysShowName: true
Skills:
- skill{s=[
- remove{delay=30} @self
]} ~onSpawn
- skill{s=[
- m{m=Hi owner} @owner
- m{m=Hi parent} @parent
- m{m=Hi my stance is <caster.stance>} @world
]} ~onTimer:10
```
Iontech's previous ticket skill also does not work at all:
```yaml
test-summon-cast:
Skills:
- summon{t=husk;summonerIsParent=true} @self
# - onAttack{oH=test-summon-retarget;duration=300;ce=false} @self
- delay 20
- message{m="doignite <caster.children.size>"} @self
- ignite @children
```MM version 5.4.0 Build fe3fad12 || Paper 196
Latest Dev 5.4.1 Build 35c72449 || Paper 196
The targeter @children is busted. replacing it with @EIR{r=10} functions like normal and I can set the stance of the summoned armorstand. Please note that we can detect the caster name inside the raytrace. Armorstand recognizes caster as its parent, but cannot pass skills back to its child.
I expect to be able to set the stance of the child of the summoner which is the caster. summoner for summon is set as parent and this works as the message in the mob will show.
# Cast the following skill from an item:
# Skill
```yaml
swordPierce:
Skills:
- raytrace{
locationSkill=[
- summon{t=PiercingArmorStand;sip=true}
- m{m=My caster inside the raytrace is <caster.name>
];
raytraceConditions=[
- entitytype{t=armor_stand} false
];md=5}
- delay 5
- setStance{s=<caster.name>} @children # <--- change this to EIR{r=10} and it works.
```
# Mob
```yaml
PiercingArmorStand:
Type: Armorstand
Options:
Invincible: true
HasGravity: true
Interactable: false
AlwaysShowName: true
Skills:
- skill{s=[
- remove{delay=30} @self
]} ~onSpawn
- skill{s=[
- m{m=Hi owner} @owner
- m{m=Hi parent} @parent
- m{m=Hi my stance is <caster.stance>} @world
]} ~onTimer:10
```
Iontech's previous ticket skill also does not work at all:
```yaml
test-summon-cast:
Skills:
- summon{t=husk;summonerIsParent=true} @self
# - onAttack{oH=test-summon-retarget;duration=300;ce=false} @self
- delay 20
- message{m="doignite <caster.children.size>"} @self
- ignite @children
```https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1348For DISPLAY projectiles, bulletBillboard=CENTER does not work, always behaves...2023-10-08T17:10:03ZIonTechFor DISPLAY projectiles, bulletBillboard=CENTER does not work, always behaves like bulletBillboard=FIXED.Title. Can be tested with any projectile with
bulletType=DISPLAY;material=STONE;bulletBillboard=CENTER
What should happen: the projectile display should orient to face towards the player, like how an ender pearl or snowball would
What happens: The projectile is fixed.
Also does not work with HORIZONTAL or VERTICAL.
https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Display.Billboard.htmlTitle. Can be tested with any projectile with
bulletType=DISPLAY;material=STONE;bulletBillboard=CENTER
What should happen: the projectile display should orient to face towards the player, like how an ender pearl or snowball would
What happens: The projectile is fixed.
Also does not work with HORIZONTAL or VERTICAL.
https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Display.Billboard.htmlhttps://git.lumine.io/mythiccraft/MythicMobs/-/issues/1345Multi-Line Names display incorrectly in some cases2023-10-08T00:35:53ZLcorpOfficialMulti-Line Names display incorrectly in some cases**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**
When a mob with a multi-line name is killed, it shows the unformatted name temporarily during the death animation. It's name tag also does not rotate vertically when looking at it from a higher angle.
![image](/uploads/2583ab0e0ec133780ac830f80461d94d/image.png)
![image](/uploads/e76d0d218fe46e6d06794adb678536a4/image.png)
**Intended correct behavior**
The formatted name should either show throughout the death animation, or be removed on death and show nothing.
Additionally, multi-line names should rotate vertically to face the player from high/low angles, instead of only rotating side to side. I believe this is possible with Text Displays using the `center` method, instead of `vertical`.
**Server log file**
N/A
**Debug log snippet**
N/A
**Proposed fixes**
Describe what you think the issue or any potential fixes may be.**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**
When a mob with a multi-line name is killed, it shows the unformatted name temporarily during the death animation. It's name tag also does not rotate vertically when looking at it from a higher angle.
![image](/uploads/2583ab0e0ec133780ac830f80461d94d/image.png)
![image](/uploads/e76d0d218fe46e6d06794adb678536a4/image.png)
**Intended correct behavior**
The formatted name should either show throughout the death animation, or be removed on death and show nothing.
Additionally, multi-line names should rotate vertically to face the player from high/low angles, instead of only rotating side to side. I believe this is possible with Text Displays using the `center` method, instead of `vertical`.
**Server log file**
N/A
**Debug log snippet**
N/A
**Proposed fixes**
Describe what you think the issue or any potential fixes may be.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1344Block display entities should have block state and interpolation capabilities2023-10-05T09:11:12ZmassacringBlock display entities should have block state and interpolation capabilities**Summary**
Currently there is no way to modify a block display mob extensively without vanilla commands. The only capability that exists right now is a displaytransformation mechanic, but it lacks an attribute for interpolation. Additionally this feature is pretty useless, considering you can't set the block display to actually represent a block.
**Usage**
The interpolation capabilities would be used for animation, and setting the block state would make block display mobs actually look like a block.
**Value**
With these features you can easily animate at a lower level without having to go through programs like blockbench and setting up multiple different configs. Currently the only way to use block displays like this is through commands, but that spams the console with messages like (Ex: "[00:06:45 INFO]: Modified entity data of Block Display").
**Priority**
I believe this shouldn't be difficult to implement, and I believe it provides a pretty high value, therefore I think it's fair to put a decent priority on this feature.
**Implementation**
It's a simple case of modifying NBT, I think it's pretty self explanatory. Spigot even has a setBlock method for the BlockDisplay entity that directly sets the displayed block. Interpolation should be easily added the same way you added capabilities to change the transformation with displaytransformation.**Summary**
Currently there is no way to modify a block display mob extensively without vanilla commands. The only capability that exists right now is a displaytransformation mechanic, but it lacks an attribute for interpolation. Additionally this feature is pretty useless, considering you can't set the block display to actually represent a block.
**Usage**
The interpolation capabilities would be used for animation, and setting the block state would make block display mobs actually look like a block.
**Value**
With these features you can easily animate at a lower level without having to go through programs like blockbench and setting up multiple different configs. Currently the only way to use block displays like this is through commands, but that spams the console with messages like (Ex: "[00:06:45 INFO]: Modified entity data of Block Display").
**Priority**
I believe this shouldn't be difficult to implement, and I believe it provides a pretty high value, therefore I think it's fair to put a decent priority on this feature.
**Implementation**
It's a simple case of modifying NBT, I think it's pretty self explanatory. Spigot even has a setBlock method for the BlockDisplay entity that directly sets the displayed block. Interpolation should be easily added the same way you added capabilities to change the transformation with displaytransformation.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1334[Suggestion] add placeholder support audience attribute2023-09-26T08:02:11Zxuandattnvn1995[Suggestion] add placeholder support audience attribute**SKILL EXAMPLE**
```
testaudiencetargeterradius:
Skills:
- setvar{var=skill.test;t=STRING;v=@PIR{r=50}} @Self
- particles{p=flame;a=100;s=0.3;audience=<skill.var.test|@Self>;repeat=19;repeatI=10} @Forward{f=10;lockpitch=true}
```**SKILL EXAMPLE**
```
testaudiencetargeterradius:
Skills:
- setvar{var=skill.test;t=STRING;v=@PIR{r=50}} @Self
- particles{p=flame;a=100;s=0.3;audience=<skill.var.test|@Self>;repeat=19;repeatI=10} @Forward{f=10;lockpitch=true}
```https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1333[BUG] targeter attribute radius not working in audience2023-09-26T05:57:05Zxuandattnvn1995[BUG] targeter attribute radius not working in audience![image](/uploads/f220c71b6eb1ad2919f2f8bd0e87a092/image.png)
The particles only visible when player within radius like 5 blocks of the caster
```
testaudiencetargeterradius:
Skills:
- particles{p=flame;a=100;s=0.3;audience=@PIR{r=50};repeat=19;repeatI=10} @Forward{f=10;lockpitch=true}
```![image](/uploads/f220c71b6eb1ad2919f2f8bd0e87a092/image.png)
The particles only visible when player within radius like 5 blocks of the caster
```
testaudiencetargeterradius:
Skills:
- particles{p=flame;a=100;s=0.3;audience=@PIR{r=50};repeat=19;repeatI=10} @Forward{f=10;lockpitch=true}
```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/1324setname mechanic, Multi-line names bug2024-03-13T16:59:36ZEmanuele Follisetname mechanic, Multi-line names bug**Summary**
i'm having trouble with the setname mechanic. when i try to apply a multi-line name with \n to the mob with it it does not work.
In the Display: mob option it works, when i update it with - setname{name=<caster.name>;delay=2} @self ~onDamaged it does not work
**Steps to reproduce**
create a mob -> assing it setname skill with \n in the new name -> finish
**Current behavior**
Name of the mob is not updating because the mechanic is not working with \n
**Intended correct behavior**
Name of the mob should update
**Server log file**
https://paste.denizenscript.com/View/115458
**Debug log snippet**
https://paste.denizenscript.com/View/115459
**Proposed fixes**
i really don't know lol
**mob template**
https://paste.denizenscript.com/View/115461**Summary**
i'm having trouble with the setname mechanic. when i try to apply a multi-line name with \n to the mob with it it does not work.
In the Display: mob option it works, when i update it with - setname{name=<caster.name>;delay=2} @self ~onDamaged it does not work
**Steps to reproduce**
create a mob -> assing it setname skill with \n in the new name -> finish
**Current behavior**
Name of the mob is not updating because the mechanic is not working with \n
**Intended correct behavior**
Name of the mob should update
**Server log file**
https://paste.denizenscript.com/View/115458
**Debug log snippet**
https://paste.denizenscript.com/View/115459
**Proposed fixes**
i really don't know lol
**mob template**
https://paste.denizenscript.com/View/115461https://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/1287LevelModifier calculation error2023-09-01T15:05:09ZZxblll843192LevelModifier calculation error**Summary**
The health and damage calculations under the LevelModifier of MOBS are abnormal
For example: Health: 1455
Damage: 100
LevelModifier:
Health: 1455
Damage: 1000
Normally, when a monster's level is 2, its health should be 2910 with 1100 damage, but its actual health is only 2000+damage, which is even lower
Of course, the upper limit of my server's health and damage is set at 2.1 billion
I hope to fix this vulnerability as soon as possible. Thank you to the developers, they have worked hard.**Summary**
The health and damage calculations under the LevelModifier of MOBS are abnormal
For example: Health: 1455
Damage: 100
LevelModifier:
Health: 1455
Damage: 1000
Normally, when a monster's level is 2, its health should be 2910 with 1100 damage, but its actual health is only 2000+damage, which is even lower
Of course, the upper limit of my server's health and damage is set at 2.1 billion
I hope to fix this vulnerability as soon as possible. Thank you to the developers, they have worked hard.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1275Stacking durations on Attributes sets them permanently2023-08-24T22:27:18ZDanteStacking durations on Attributes sets them permanently5.3.5 Premium || MM Devbuild 5.4.0 d8c02879 || Spigot 100 and more.
Just use this:
"/mm test mechanic - attribute{attribute=GENERIC_MOVEMENT_SPEED;a=1;duration=20} @self" and spam it until you stack it.
It causes a bug where you are stuck in warp speed. Despite having a duration.5.3.5 Premium || MM Devbuild 5.4.0 d8c02879 || Spigot 100 and more.
Just use this:
"/mm test mechanic - attribute{attribute=GENERIC_MOVEMENT_SPEED;a=1;duration=20} @self" and spam it until you stack it.
It causes a bug where you are stuck in warp speed. Despite having a duration.https://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/1262RandomSpawns getting edged out by vanilla spawns unexpectedly.2023-08-26T21:29:48ZDanteRandomSpawns getting edged out by vanilla spawns unexpectedly.So this is a bit weird, but on MM 5.4.0 build a9bc1237 with PaperMC 307 It would seem the Vanilla spawns slowly overtake the MM spawns and edge them out of spawning. As time goes on more Vanilla spawns appear and MM spawns are reduced to zero.
I have no idea why. Here is the spawners config:
https://pastebin.com/EhwZvfyn
Here is a video:
https://cdn.discordapp.com/attachments/1141958805840736377/1141958807543623751/Minecraft__1.19.2_-_Multijugador_terceros_2023-08-17_01-28-38.mp4
Kind of expected both MM and vanilla to spawn together. But instead Vanilla overtook the spawns and eventually dragged the MM mob count to 0So this is a bit weird, but on MM 5.4.0 build a9bc1237 with PaperMC 307 It would seem the Vanilla spawns slowly overtake the MM spawns and edge them out of spawning. As time goes on more Vanilla spawns appear and MM spawns are reduced to zero.
I have no idea why. Here is the spawners config:
https://pastebin.com/EhwZvfyn
Here is a video:
https://cdn.discordapp.com/attachments/1141958805840736377/1141958807543623751/Minecraft__1.19.2_-_Multijugador_terceros_2023-08-17_01-28-38.mp4
Kind of expected both MM and vanilla to spawn together. But instead Vanilla overtook the spawns and eventually dragged the MM mob count to 0https://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/1244RandomSpawns hates conditions, and now so do I.2023-08-10T21:01:43ZDanteRandomSpawns hates conditions, and now so do I.MM 5.0.0 Free Stable - MM 5.3.5 Premium Stable | Non Devbuild | Build 64893d49
Paper 100 and some others.
Trying to fix borked spawns on a server. If I wipe the conditions field, they spawn. Else busted.
Weird thing is, they worked for a little bit. Like full on and then just decided to go away forever :shrug:
This shows up in console in one case, but as you can see, I cannot tell if its related :o
![image](/uploads/faaabd7849ae4bb8674db4da1567850d/image.png)
This is the config.yml:
https://pastebin.com/2KzChHX7
This is the RS file:
https://pastebin.com/qq6hyCpv
Is something wrong here that I am overlooking maybe?
Even MM debug 9 did not show me anything relevant other than points were in fact generated.
I can spawn the mobs manually.
There didn't appear to be any conflicting plugins.MM 5.0.0 Free Stable - MM 5.3.5 Premium Stable | Non Devbuild | Build 64893d49
Paper 100 and some others.
Trying to fix borked spawns on a server. If I wipe the conditions field, they spawn. Else busted.
Weird thing is, they worked for a little bit. Like full on and then just decided to go away forever :shrug:
This shows up in console in one case, but as you can see, I cannot tell if its related :o
![image](/uploads/faaabd7849ae4bb8674db4da1567850d/image.png)
This is the config.yml:
https://pastebin.com/2KzChHX7
This is the RS file:
https://pastebin.com/qq6hyCpv
Is something wrong here that I am overlooking maybe?
Even MM debug 9 did not show me anything relevant other than points were in fact generated.
I can spawn the mobs manually.
There didn't appear to be any conflicting plugins.https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1239using `\n` for newlines bug2023-07-29T19:13:23ZNiinneeusing `\n` for newlines bug![QQ截图20230730030950](/uploads/f0de60dee55dd62bd84dd0412bff0cb1/QQ截图20230730030950.png)
![QQ截图20230730030957](/uploads/a886a7f22806959dceee752518c7c68a/QQ截图20230730030957.png)
![QQ截图20230730031047](/uploads/cca3933aa6cc13841b5c0acf71b868c8/QQ截图20230730031047.png)![QQ截图20230730030950](/uploads/f0de60dee55dd62bd84dd0412bff0cb1/QQ截图20230730030950.png)
![QQ截图20230730030957](/uploads/a886a7f22806959dceee752518c7c68a/QQ截图20230730030957.png)
![QQ截图20230730031047](/uploads/cca3933aa6cc13841b5c0acf71b868c8/QQ截图20230730031047.png)https://git.lumine.io/mythiccraft/MythicMobs/-/issues/1234globalscore condition doesn't work with Random Spawns2023-10-21T16:45:42ZGecyglobalscore condition doesn't work with Random Spawns**Summary**
I was doing a random spawn, which works fine without adding the globalscore condition, when adding this condition and giving it a value manually with commands inside minecraft sometimes it works and other times it doesn't (most of the time it doesn't work)
**Steps to reproduce**
1.- Download the plugin and I did tests with the manual configuration.
2.- Edit the Random Spawner file adding the condition
"- globalscore{o=test;value=>10} true"
3.- In minecraft perform the following commands:
`/scoreboard objectives add test dummy`
`/scoreboard players set __GLOBAL__ test 10`
4.- The random spawn of the mob is not activated.
I also tried changing the logical condition (>, <, >= ,<= ,=)
I carried out multiple tests and there were occasions where the spawner did work and others where it did not work with the condition.
In the console I do not receive any error regarding this.
Also the wiki explanation appears as fake player "__GLOBAL__" instead of `__GLOBAL__` https://git.mythiccraft.io/mythiccraft/MythicMobs/-/wikis/Skills/conditions/globalscore
**Current behavior**
N/A The server works perfectly as well as the mobs
**Intended correct behavior**
If the given scoreboard meets the value of the condition the mob should spawn.
**Server log file**
https://pastebin.com/RnqAkn1N
**Debug log snippet**
https://pastebin.com/RnqAkn1N
**Proposed fixes**
I think the problem is in how the globalscore function obtains the value of the minecraft scoreboard, I'm not sure but possibly it takes the value as a String instead of an Integer, since the operators (>, <, >= ,<=) didn't work in my tests, when I got it to work was when I placed the operator "="**Summary**
I was doing a random spawn, which works fine without adding the globalscore condition, when adding this condition and giving it a value manually with commands inside minecraft sometimes it works and other times it doesn't (most of the time it doesn't work)
**Steps to reproduce**
1.- Download the plugin and I did tests with the manual configuration.
2.- Edit the Random Spawner file adding the condition
"- globalscore{o=test;value=>10} true"
3.- In minecraft perform the following commands:
`/scoreboard objectives add test dummy`
`/scoreboard players set __GLOBAL__ test 10`
4.- The random spawn of the mob is not activated.
I also tried changing the logical condition (>, <, >= ,<= ,=)
I carried out multiple tests and there were occasions where the spawner did work and others where it did not work with the condition.
In the console I do not receive any error regarding this.
Also the wiki explanation appears as fake player "__GLOBAL__" instead of `__GLOBAL__` https://git.mythiccraft.io/mythiccraft/MythicMobs/-/wikis/Skills/conditions/globalscore
**Current behavior**
N/A The server works perfectly as well as the mobs
**Intended correct behavior**
If the given scoreboard meets the value of the condition the mob should spawn.
**Server log file**
https://pastebin.com/RnqAkn1N
**Debug log snippet**
https://pastebin.com/RnqAkn1N
**Proposed fixes**
I think the problem is in how the globalscore function obtains the value of the minecraft scoreboard, I'm not sure but possibly it takes the value as a String instead of an Integer, since the operators (>, <, >= ,<=) didn't work in my tests, when I got it to work was when I placed the operator "="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/1232MPets mob type bug "null" mob2023-07-25T17:04:16ZŠtěpán HorákMPets mob type bug "null" mob**Summary**
I have tried to integrate miniature pets with mythic mobs. result was an egg with an error
**Steps to reproduce**
First install mythic mobs and then miniature pets. And use mpets as a mythic mobs.
results in non - functional mob egg that stays bugged on the ground
Provide a full set of steps used to reproduce the bug:
add this angry pug mob while having mpets plugin with default pets installed
https://mclo.gs/5sJ1W3x
**Current behavior**
I get an error-egg with a "null" mob type
**Intended correct behavior**
spawn a pug from mpets
Is this no longer supported?**Summary**
I have tried to integrate miniature pets with mythic mobs. result was an egg with an error
**Steps to reproduce**
First install mythic mobs and then miniature pets. And use mpets as a mythic mobs.
results in non - functional mob egg that stays bugged on the ground
Provide a full set of steps used to reproduce the bug:
add this angry pug mob while having mpets plugin with default pets installed
https://mclo.gs/5sJ1W3x
**Current behavior**
I get an error-egg with a "null" mob type
**Intended correct behavior**
spawn a pug from mpets
Is this no longer supported?