Update Disguises authored by Woodyso's avatar Woodyso
...@@ -13,6 +13,8 @@ Disguises allow you to make your mob look like a different mob, a block, or even ...@@ -13,6 +13,8 @@ Disguises allow you to make your mob look like a different mob, a block, or even
Any entity type found in the spigot docs should function correctly. Any entity type found in the spigot docs should function correctly.
https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html
### **PLEASE NOTE: The method described below with Disguise Options is an outdated way of doing disguises. Please scroll to the bottom to see the more modern way of adding disguises to mobs.**
### Options ### Options
All disguises have certain options available to them. These options go under the Disguises block, and can only be used in conjunction with a disguise (they will not work on their own). Some options will be mob specific. The lists of options for any entity can be found using `/dhelp <entity>`. Because this is generated by your plugin it should _always_ be up to date. All disguises have certain options available to them. These options go under the Disguises block, and can only be used in conjunction with a disguise (they will not work on their own). Some options will be mob specific. The lists of options for any entity can be found using `/dhelp <entity>`. Because this is generated by your plugin it should _always_ be up to date.
...@@ -101,7 +103,12 @@ Health: 20 ...@@ -101,7 +103,12 @@ Health: 20
Disguise: Disguise:
Type: pig Type: pig
``` ```
You may also use in line conditions for the mobs disguise. For example from the skeleton shown earlier:
### Inline Disguises
With the newer versions of MythicMobs, disguises can now be done completely inline using the same syntax as the ingame `/disguise` command.
For example, let's say we want a skeleton that is glowing, spinning, and on fire. To get this disguise ingame, we would use the command: `/disguise SKELETON setGlowing setSpinning setBurning`.
We can take this command, and use it on a mob next to the disguise option, like in the example below:
``` ```
SLSkelF: SLSkelF:
Type: ZOMBIE Type: ZOMBIE
...@@ -113,5 +120,7 @@ SLSkelF: ...@@ -113,5 +120,7 @@ SLSkelF:
- LEATHER_LEGGINGS LEGS - LEATHER_LEGGINGS LEGS
- LEATHER_BOOTS FEET - LEATHER_BOOTS FEET
Display: '&BSkeletal Fighter\n&ELv.<mob.level>' Display: '&BSkeletal Fighter\n&ELv.<mob.level>'
Disguise: SKELETON setDynamicName``` Disguise: SKELETON setGlowing setSpinning setBurning```
This is a much neater way of doing mob disguises compared to the Options version, and matches both the disguise mechanic syntax and the disguise command syntax. If at all possible, please use this method of disguising mobs over the Options method.
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