Triggers are used to determine how a skill is triggered from within the mobs skill configuration section.
TRIGGERS CANNOT BE USED IN META-SKILLS AND SHOULD NOT BE INCLUDED IN THEM. Triggers can only be used to activate the meta-skill itself.
Table of all available triggers:
Trigger | When it fires... |
---|---|
onCombat | Default |
onAttack | When the mob hits something |
onDamaged | When the mob is damaged |
onSpawn | When the mob spawns |
onDespawn | When the mob is despawned |
onReady | Triggered the first time a mob is spawned from a spawner |
onLoad | When the mob is loaded (spawning or loading after a restart) |
onDeath | When the mob dies |
onTimer:# | Every # ticks (where # is the interval in ticks) |
onInteract | When the mob is right-clicked |
onPlayerKill | When the mob kills a player |
onEnterCombat | When the mob enters combat (requires threat tables be on) |
onDropCombat | When the mob leaves combat (requires threat tables be on) |
onChangeTarget | When the mob changes targets (requires threat tables be on) |
onExplode | When the mob explodes (typically only used for creepers) |
onPrime | When the creeper charges up for an explosion |
onCreeperCharge | When the creeper is charged (when lightning hits a creeper) |
onTeleport | When the mob teleports (typically only used for endermen) |
onSignal:[signal] | When the mob receives a signal |
onShoot | When the mob fires a projectile |
onTame | When the mob gets tamed |
onBreed | When the mob breeds with another mob. |
onTrade | When the Villager completes a trade. Requires Paper |
Using Triggers
Triggers are defined in the skill section of the mob configuration and must use a tilde (~) in front of them. In the case of the Timer, a time in ticks is also required.
SkeletalWizard_Fire:
Type: WITHER_SKELETON
Display: '&Skeletal Fire Wizard'
Health: 50
Damage: 0.5
Skills:
- ignite{ticks=100} @target ~onAttack
- skill{s=FireShield} @trigger ~onDamaged 0.1
- skill{s=AOEFire} ~onTimer:300
In this example the mob will also set its target on fire when melee-attacking, will use a "FireShield" skill when taking damage, and will use the "AOEFire" skill every 300 ticks, or every 15 seconds.
Not using Triggers...
Skill triggers give far more flexibility in determining exactly when a skill should go off. It is highly recommended that you trigger all your skills using advanced triggers as opposed to the old, legacy methods.
If a skill does not have a trigger, it will default to the ~onCombat
trigger which will execute when these events occur:
- When the mob deals or takes damage
- When the mob spawns
- When the mob dies
SkeletalWarrior:
Mobtype: skeleton
Display: '<blue>A Skeletal Warrior</blue>'
Skills:
- skill{s=Bash} =10%-90%
In this instance the Bash skill is triggered when the mob deals or takes damage when it is between 10% and 90% health.
The @trigger Targeter
You may have noticed there is an @trigger
targeter in the examples
shown above, and listed in the targeters section. The @trigger
will target the
entity that "caused" the skill to trigger, i.e. when a player damages a mob and
that mob has an ~onDamaged skill, it will target that player.
If a signal is being sent to a mob, it will target the mob that sent
the signal, and so on.
All Available Triggers
~onSpawn
Executes the skill when the mob spawns. This does not have @trigger
.
EXAMPLE_MOB:
Type: CHICKEN
Skills:
# sends a message to all the players in the world
# when the mob spawns
- message{m=SPAWN} @World ~onSpawn
~onDeath
Executes the skill when the mob dies. The entity that killed the mob is the @trigger
.
EXAMPLE_MOB:
Type: CHICKEN
Skills:
# sends a message to all the players in the world
# when the mob dies
- message{m=DEATH} @World ~onDeath
~onAttack
Executes the skill when the mob attacks an entity.
The @trigger
is the entity that took damage from the attack.
EXAMPLE_MOB:
Type: CHICKEN
Damage: 1
Skills:
# sends a message to all the players in the world
# when the mob attacks an entity
- message{m=ATTACK} @World ~onAttack
~onDamaged
Executes the skill when the mob takes damage. The @trigger
is the attacker.
EXAMPLE_MOB:
Type: CHICKEN
Skills:
# sends a message to all the players in the world
# when the mob takes damage
- message{m=DAMAGED} @World ~onDamaged
~onDespawn
Executes the skill when the mob despawns.
EXAMPLE_MOB:
Type: CHICKEN
Skills:
# sends a message to all the players in the world
# when the mob takes damage
- message{m=DESPAWNED} @World ~onDespawn
~onExplode
Executes the skill when the mob explodes. mobGriefing gamerule must be set to true for this to work. Generally, this trigger only works with creepers and TNTs since other mobs tend to not explode...
EXAMPLE_MOB:
Type: CREEPER
Skills:
# sends a message to all the players in the world
# when the mob explodes
- message{m=EXPLODE} @World ~onExplode
~onTeleport
Executes the skill when the mob teleports.
EXAMPLE_MOB:
Type: ENDERMAN
Skills:
# sends a message to all the players in the world
# when the mob teleports
- message{m=TELEPORT} @World ~onTeleport
~onTimer:[tick(s)]
Executes the skill every nth ticks. Ticks can't be zero and 20 ticks is equal to 1 second. Care must be taken when using this trigger as it can lead to server/client performance issues. i.e. large amounts of particle effects can cause client lag, or can kick the client from the server
EXAMPLE_MOB:
Type: CHICKEN
Skills:
# sends a message to all the players in the world every 0.05 seconds
- message{m=TIMER every tick (0.05 seconds)} @World ~onTimer:1
# sends a message to all the players in the world every 2 seconds
- message{m=TIMER every 40 ticks (2 seconds)} @World ~onTimer:40
~onPlayerKill
Executes the skill when the mob kills a player.
EXAMPLE_MOB:
Type: CHICKEN
Skills:
# sends a message to all the players in the world
# when the mob kills a player
- message{m=PLAYER KILLED} @World ~onPlayerKill
~onEnterCombat
Executes the skill when the mob enters combat. REQUIRES ThreatTables to be enabled
EXAMPLE_MOB:
Type: CHICKEN
Modules:
ThreatTable: true
Skills:
# sends a message to all the players in the world
# when the mob enters combat
- message{m=ENTERED COMBAT} @World ~onEnterCombat
~onDropCombat
Executes the skill when the mob drops combat. REQUIRES ThreatTables to be enabled
EXAMPLE_MOB:
Type: CHICKEN
Modules:
ThreatTable: true
Skills:
# sends a message to all the players in the world
# when the mob enters combat
- message{m=DROPPED COMBAT} @World ~onDropCombat
~onChangeTarget
Executes the skill when the mob changes target. REQUIRES [ThreatTables] to be enabled
EXAMPLE_MOB:
Type: CHICKEN
Modules:
ThreatTable: true
Skills:
# sends a message to all the players in the world
# when the mob's target changes
- message{m=Target Changed} @World ~onChangeTarget
~onInteract
Executes the skill when a player interacts with, or right-clicks, the mob.
EXAMPLE_MOB:
Type: CHICKEN
Skills:
# sends a message to all the players in the world
# when a player right-clicks the mob
- message{m=INTERACTED} @World ~onInteract
~onSignal:[signal]
Executes the skill when the mob receives a signal from the signal mechanic. A signal must be alphanumeric.
EXAMPLE_MOB:
Type: CHICKEN
Skills:
# sends a signal to all mythicmob entity in a radius of 64 blocks
# when a player right-clicks the mob
- signal{s=MOO_FOR_ME} @EIR{r=64} ~onInteract
DUMMY_MOB:
Type: COW
Skills:
# sends a message to all the players in the world
# when the mob receives a "MOO_FOR_ME" signal
- message{m=MOO} @World ~onSignal:MOO_FOR_ME
~onShoot
Executes the skill when the mob shoots a projectile. For example, skeletons with bows will shoot arrows; ghasts, blazes, or ender dragon will shoot some type of fireball.
EXAMPLE_MOB:
Type: SKELETON
Skills:
# sends a message to all the players in the world
# when the skeleton shoots from a bow
- message{m=I SHOT AN ARROW} @World ~onShoot
~onBreed
Executes the skill when the mob breeds with another mob.
This trigger has @Father
and @Mother
targeters.
EXAMPLE_MOB:
Type: CHICKEN
Skills:
# sends a message to all the players in the world
# when the mob breeds
- message{m=LET'S GET THIS BREAD} @World ~onBreed
~onTame
Executes the skill when the player tames the mob.
EXAMPLE_MOB:
Type: WOLF
Skills:
# sends a message to all the players in the world
# when a player tames the mob
- message{m=I GOT TAMED} @World ~onTame
~onCreeperCharge
Executes the skill when the mob, must be a creeper, is charged.
EXAMPLE_MOB:
Type: CREEPER
Skills:
# sends a message to all the players in the world
# when the mob gets charge
- message{m=CHARGED} @World ~onCreeperCharge
~onPrime
Executes the skill when the mob, must be a creeper, is primed
EXAMPLE_MOB:
Type: CREEPER
Skills:
# sends a message to all the players in the world
# when the mob is primed
- message{m=OOO I'M GONNA EXPLODE} @World ~onPrime
~onTrade
Executes the skill when the villager trades with a player.
EXAMPLE_MOB:
Type: VILLAGER
Skills:
# sends a message to all the players in the world
# when the mob's target changes
- message{m=TRADED} @World ~onTrade
~onReady
Executes the skill when the mob is ready to spawn from a spawner
EXAMPLE_MOB:
Type: VILLAGER
Skills:
# sends a message to all the players in the world
# when the mob is about to spawn from a spawner
- message{m=READY TO SPAWN FROM A SPAWNER} @World ~onReady
~onLoad
Executes the skill when the mob is loaded after a server restart.
EXAMPLE_MOB:
Type: VILLAGER
Skills:
# sends a message to all the players in the world
# when the mob is loaded after a server restart
- message{m=LOADED} @World ~onLoad