... | @@ -322,7 +322,6 @@ The following attributes are applicable to all mechanics. |
... | @@ -322,7 +322,6 @@ The following attributes are applicable to all mechanics. |
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| repeatInterval | repeatI | How many ticks must elapse between repetitions | 0 |
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| repeatInterval | repeatI | How many ticks must elapse between repetitions | 0 |
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| targetInterval | targetI | How many ticks must elapse between target selection | 0 |
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| targetInterval | targetI | How many ticks must elapse between target selection | 0 |
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| origin | | *[PREMIUM]** Change the origin to whatever targeter is supplied. Does not work if more than one target is parsed. `origin=@Forward{f=10}` | |
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| origin | | *[PREMIUM]** Change the origin to whatever targeter is supplied. Does not work if more than one target is parsed. `origin=@Forward{f=10}` | |
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| forcesync | sync | Forces the execution type to be SYNC | false |
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| power | | [Power](/mobs/Power) multiplier | 1 |
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| power | | [Power](/mobs/Power) multiplier | 1 |
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| fromorigin | fo, sourceisorigin, castfromorigin | Whether to cast the mechanic from origin | false |
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| fromorigin | fo, sourceisorigin, castfromorigin | Whether to cast the mechanic from origin | false |
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| targetisorigin | | Whether to set the target of the mechanic to be the origin | false |
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| targetisorigin | | Whether to set the target of the mechanic to be the origin | false |
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... | @@ -330,6 +329,7 @@ The following attributes are applicable to all mechanics. |
... | @@ -330,6 +329,7 @@ The following attributes are applicable to all mechanics. |
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| splitPower| powersplit, powersplitbetweentargets | Whether to split the power between targets| false |
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| splitPower| powersplit, powersplitbetweentargets | Whether to split the power between targets| false |
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| faulty | | Whether the mechanic should use the old vector formula | true |
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| faulty | | Whether the mechanic should use the old vector formula | true |
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| chance | | The chance of the mechanic executing. For instance, 0.1 is a 10% chance | 1 |
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| chance | | The chance of the mechanic executing. For instance, 0.1 is a 10% chance | 1 |
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| forcesync | sync | Whether to force the mechanic to be run synchroniously with the main Minecraft thread. This *generally* worsens performances (albeit usually in a non-perceptible fashion), but **some mechanics needs this to be set to true** *(for instance, the [cancelevent] mechanic, since an event cannot be cancelled if the mechanics comes in "late" and the event has already happened)* | false |
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# Examples
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# Examples
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