Variables are a system for storing information. Using the variables system, you can store and manipulate values that you can use in placeholders or conditions later. These values can be either permanent or temporary.
- Variable Types
- Variable Scopes
- Usage
- Variable Placeholders
- Variable Fallback
- Nested Variable
- Mob Variables
Variable Types
Variables can be one of several types, which is defined when the variable is initialized using the setVariable mechanic. Types are generally interchangeable and MythicMobs will do its best to apply certain variables to whatever situation is asked, however it will throw an error if you try to use a variable type for something that makes no sense.
Type | Description |
---|---|
INTEGER | A number with no decimal places. |
FLOAT | A number with decimal places. |
DOUBLE | A number with decimal places. Can represent much larger numbers than a FLOAT |
STRING | A word or sentence. |
Variable Scopes
A variable's "scope" is where that variable exists. Not all scopes are applicable for all situations (e.g. a condition may not have a caster, rather the caster is the target of the condition).
Scope | Where the Variable Exists |
---|---|
SKILL | On the current skill tree. Always temporary and will vanish when the current queue of skills ends. |
CASTER | On the casting mob. |
TARGET | On the target of the mechanic/condition. |
WORLD | The current world. |
GLOBAL | The server. |
Usage
All variable mechanics and conditions accept var=
and scope=
attributes to determine what variable you're wanting to work with and where. You can also shorthand the scope using var=scope.variable_name
. The following examples would return the same thing:
- setvariable{var=target.somevariable; ...}
- setvariable{var=somevariable;scope=target; ...}
Variable Mechanics
Variable mechanics are special mechanics that utilize variables. They can target entities, locations, or nothing, but the target can affect the outcome depending on what scope you're using. For example, trying to get a target-scope'd variable will obviously fail if you're not targeting an entity.
Mechanic | Description |
---|---|
SetVariable | Initializes and sets a variable. |
SetVariableLocation | Sets a variable, whose value depends on the target location. |
VariableUnset | Unsets the variable. |
VariableAdd | Adds to a numeric variable. |
VariableSubtract | Subtracts from a numeric variable. |
VariableMath | Lets you do calculations with numeric variables. |
Variable Conditions
Condition | Description |
---|---|
Variable Equals | Checks if a variable equals a given value. |
Variable Is Set | Checks if a variable is set. |
Variable In Range | Checks if a number variable is within a range. |
Variable Placeholders
Variables can be referenced in any MythicMobs mechanics or values that allow placeholders. This is usually done using the format <scope.var.variable>
.
Variable Fallback
When using placeholder variables, you can also specify a "default" value that will be used if the variable is undefined by using the syntax <scope.var.variable|default>
.
- message{m="Hello there, <target.var.title|wanderer>"} @trigger ~onInteract
In this example, the NPC would reply with "Hello there, wanderer" if right-clicked by somebody who had no "title" variable set on them. However, if we did this:
- setVariable{var=target.title;value="Sir"} @trigger ~onInteract
...somewhere along the line, even with a different mob, the first mob would say "Hello there, Sir".
Nested Variable
Variables can also be nested indefinitely: if this is done, the innermost variable would be resolved first and, from there, each would be resolved from innermost to outermost
Skills:
- setvariable{var=caster.hello;type=STRING;val=example_name} @self
- setvariable{var=caster.example_name;type=STRING;val=Hello There!} @self
- message{m="<caster.var.<caster.var.hello>>"} @PIR{r=10}
In this example, the message would spell "Hello there!"
Mob Variables
Mobs can have some variable be already set once they spawn thanks to the Mob Variables field.
VariableZombie:
Type: ZOMBIE
Variables:
SomeVariable: something
AnIntVariable: int/2
AFloatVariable: float/420.69