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Factions · Changes

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Update Factions authored Jul 24, 2023 by Lxlp's avatar Lxlp
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Showing with 174 additions and 164 deletions
+174 -164
  • Mobs/Factions.md Mobs/Factions.md +174 -164
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Mobs/Factions.md
View page @ b5a39f6e
...@@ -34,9 +34,9 @@ AI Goals, Targets, and Factions ...@@ -34,9 +34,9 @@ AI Goals, Targets, and Factions
use test environments!** use test environments!**
<!-- --> <!-- -->
```yaml
DecayingSkeleton: DecayingSkeleton:
Mobtype: skeleton Type: skeleton
Display: '&aa decaying skeleton' Display: '&aa decaying skeleton'
Health: 15 Health: 15
Damage: 1 Damage: 1
...@@ -51,7 +51,7 @@ AI Goals, Targets, and Factions ...@@ -51,7 +51,7 @@ AI Goals, Targets, and Factions
FollowRange: 10 FollowRange: 10
MovementSpeed: 0.2 MovementSpeed: 0.2
PreventOtherDrops: true PreventOtherDrops: true
```
- This example shows how the Skeleton AI generally works for - This example shows how the Skeleton AI generally works for
attacking. (minus all the fluff, such as randomly walking around). attacking. (minus all the fluff, such as randomly walking around).
...@@ -62,8 +62,9 @@ AI Goals, Targets, and Factions ...@@ -62,8 +62,9 @@ AI Goals, Targets, and Factions
* As you see **clear** is always first, which in this case wipes the mobs AI so you have a clean slate to work with. This is important otherwise your AI may not function the way you would expect. * As you see **clear** is always first, which in this case wipes the mobs AI so you have a clean slate to work with. This is important otherwise your AI may not function the way you would expect.
* Now lets say we want the skeleton to attack other mobs instead and we want him to use a melee attack instead of a ranged attack. See below for how we accomplish this. * Now lets say we want the skeleton to attack other mobs instead and we want him to use a melee attack instead of a ranged attack. See below for how we accomplish this.
DecayingSkeleton: ```yaml
Mobtype: skeleton DecayingSkeleton:
Type: skeleton
Display: '&aa decaying skeleton' Display: '&aa decaying skeleton'
Health: 15 Health: 15
Damage: 1 Damage: 1
...@@ -76,11 +77,12 @@ AI Goals, Targets, and Factions ...@@ -76,11 +77,12 @@ AI Goals, Targets, and Factions
- hurtbytarget - hurtbytarget
- otherfactionmonsters - otherfactionmonsters
Equipment: Equipment:
- COS_WoodSword:0 - COS_WoodSword HAND
Options: Options:
FollowRange: 10 FollowRange: 10
MovementSpeed: 0.2 MovementSpeed: 0.2
PreventOtherDrops: true PreventOtherDrops: true
```
- The skeleton AI now is programmed to attack other mobs, and any mobs - The skeleton AI now is programmed to attack other mobs, and any mobs
that attack it first. In addition, it will use the melee attack that attack it first. In addition, it will use the melee attack
...@@ -115,15 +117,15 @@ Example 1: Guards attack nearby monsters ...@@ -115,15 +117,15 @@ Example 1: Guards attack nearby monsters
<!-- --> <!-- -->
SummonedGuard1: ```yaml
Mobtype: skeleton SummonedGuard1:
Type: skeleton
Display: '&Ea town guard' Display: '&Ea town guard'
Health: 500 Health: 500
Damage: 5 Damage: 5
Equipment: Equipment:
- COS_StoneSword:0 - COS_StoneSword HAND
Options: Options:
Disguise: villager
Despawn: true Despawn: true
FollowRange: 5 FollowRange: 5
AlwaysShowName: false AlwaysShowName: false
...@@ -131,6 +133,8 @@ Example 1: Guards attack nearby monsters ...@@ -131,6 +133,8 @@ Example 1: Guards attack nearby monsters
PreventOtherDrops: true PreventOtherDrops: true
KnockbackResistance: 1 KnockbackResistance: 1
PreventMobKillDrops: true PreventMobKillDrops: true
Disguise: villager
```
- So if we tie this mob to a mob spawner at our gates, he's going to - So if we tie this mob to a mob spawner at our gates, he's going to
go attack all of our players in the town so we need to make some go attack all of our players in the town so we need to make some
...@@ -138,13 +142,14 @@ Example 1: Guards attack nearby monsters ...@@ -138,13 +142,14 @@ Example 1: Guards attack nearby monsters
<!-- --> <!-- -->
SummonedGuard1: ```yaml
Mobtype: skeleton SummonedGuard1:
Type: skeleton
Display: '&Ea town guard' Display: '&Ea town guard'
Health: 500 Health: 500
Damage: 5 Damage: 5
Equipment: Equipment:
- COS_StoneSword:0 - COS_StoneSword HAND
Faction: Guard Faction: Guard
AIGoalSelectors: AIGoalSelectors:
- clear - clear
...@@ -155,7 +160,6 @@ Example 1: Guards attack nearby monsters ...@@ -155,7 +160,6 @@ Example 1: Guards attack nearby monsters
- hurtbytarget - hurtbytarget
- otherfactionmonsters - otherfactionmonsters
Options: Options:
Disguise: villager
Despawn: true Despawn: true
FollowRange: 5 FollowRange: 5
AlwaysShowName: false AlwaysShowName: false
...@@ -163,6 +167,8 @@ Example 1: Guards attack nearby monsters ...@@ -163,6 +167,8 @@ Example 1: Guards attack nearby monsters
PreventOtherDrops: true PreventOtherDrops: true
KnockbackResistance: 1 KnockbackResistance: 1
PreventMobKillDrops: true PreventMobKillDrops: true
Disguise: Villager
```
- Now the mob will target other factions containing monsters besides - Now the mob will target other factions containing monsters besides
his own and will target anyone that hurts him (this will keep some his own and will target anyone that hurts him (this will keep some
...@@ -176,8 +182,9 @@ Example 1: Guards attack nearby monsters ...@@ -176,8 +182,9 @@ Example 1: Guards attack nearby monsters
<!-- --> <!-- -->
DecayingSkeleton: ```yaml
Mobtype: skeleton DecayingSkeleton:
Type: skeleton
Display: '&aa decaying skeleton' Display: '&aa decaying skeleton'
Health: 15 Health: 15
Damage: 1 Damage: 1
...@@ -190,14 +197,15 @@ Example 1: Guards attack nearby monsters ...@@ -190,14 +197,15 @@ Example 1: Guards attack nearby monsters
- hurtbytarget - hurtbytarget
- players - players
Equipment: Equipment:
- COS_RawHead:4 - COS_RawHead HEAD
- COS_WoodSword:0 - COS_WoodSword HAND
Options: Options:
Despawn: true Despawn: true
FollowRange: 10 FollowRange: 10
AlwaysShowName: false AlwaysShowName: false
MovementSpeed: 0.2 MovementSpeed: 0.2
PreventOtherDrops: true PreventOtherDrops: true
```
- Our decaying skeleton is now in the Undead faction (different then - Our decaying skeleton is now in the Undead faction (different then
the Guard faction) and so he will be attacked by the guard. Also, by the Guard faction) and so he will be attacked by the guard. Also, by
...@@ -236,8 +244,9 @@ Example 2: Orcs and Goblins attack each other ...@@ -236,8 +244,9 @@ Example 2: Orcs and Goblins attack each other
<!-- --> <!-- -->
OrcCenturion: ```yaml
Mobtype: villagezombie OrcCenturion:
Type: villagezombie
Display: '&aan orc centurion' Display: '&aan orc centurion'
Health: 50 Health: 50
Damage: 4 Damage: 4
...@@ -252,11 +261,11 @@ Example 2: Orcs and Goblins attack each other ...@@ -252,11 +261,11 @@ Example 2: Orcs and Goblins attack each other
- specificfactionmonsters Goblin - specificfactionmonsters Goblin
- players - players
Equipment: Equipment:
- C_DeathfistSkullcap:4 - C_DeathfistSkullcap HEAD
- C_DeathfistTunic:3 - C_DeathfistTunic CHEST
- C_DeathfistLeggings:2 - C_DeathfistLeggings LEGS
- C_DeathfistBoots:1 - C_DeathfistBoots FEET
- COS_WoodSword:0 - COS_WoodSword HAND
Options: Options:
Despawn: true Despawn: true
FollowRange: 10 FollowRange: 10
...@@ -266,9 +275,10 @@ Example 2: Orcs and Goblins attack each other ...@@ -266,9 +275,10 @@ Example 2: Orcs and Goblins attack each other
PreventItemPickup: true PreventItemPickup: true
KnockbackResistance: 0.25 KnockbackResistance: 0.25
PreventMobKillDrops: true PreventMobKillDrops: true
```
GoblinBattlemaster: ```yaml
Mobtype: zombie GoblinBattlemaster:
Type: zombie
Display: '&aa goblin battlemaster' Display: '&aa goblin battlemaster'
Health: 80 Health: 80
Damage: 4 Damage: 4
...@@ -283,13 +293,13 @@ Example 2: Orcs and Goblins attack each other ...@@ -283,13 +293,13 @@ Example 2: Orcs and Goblins attack each other
- specificfactionmonsters Orcs - specificfactionmonsters Orcs
- players - players
Equipment: Equipment:
- COS_BronzeHead:4 - COS_BronzeHead HEAD
- COS_BronzeChest:3 - COS_BronzeChest CHEST
- COS_BronzeLegs:2 - COS_BronzeLegs LEGS
- COS_BronzeFeet:1 - COS_BronzeFeet FEET
- COS_WoodAxe:0 - COS_WoodAxe HAND
Skills: Skills:
- skill BashI ~onAttack >0 0.25 - skill{s=BashI} ~onAttack >0 0.25
Options: Options:
Despawn: true Despawn: true
FollowRange: 10 FollowRange: 10
...@@ -299,7 +309,7 @@ Example 2: Orcs and Goblins attack each other ...@@ -299,7 +309,7 @@ Example 2: Orcs and Goblins attack each other
PreventItemPickup: true PreventItemPickup: true
KnockbackResistance: 0.4 KnockbackResistance: 0.4
PreventMobKillDrops: true PreventMobKillDrops: true
```
- So there are a few things we've configured here of note. - So there are a few things we've configured here of note.
<!-- --> <!-- -->
......
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