Update UsefulTips authored by Lxlp's avatar Lxlp
...@@ -11,7 +11,8 @@ Table of contents: ...@@ -11,7 +11,8 @@ Table of contents:
### Overrides ### Overrides
<details><summary>My PILLAGER override is not giving bad omen</summary> <details><summary>My PILLAGER override is not giving bad omen</summary>
<br> <br>
This is a common issue. To fix this, consider adding the following skill to your PILLAGER mob override: This is a common issue. To fix this, consider adding the following skill to your PILLAGER mob override:
```yaml ```yaml
Skills: Skills:
...@@ -41,7 +42,7 @@ This is a common issue. To fix this, consider adding the following skill to your ...@@ -41,7 +42,7 @@ This is a common issue. To fix this, consider adding the following skill to your
<details><summary>Let every player that took part in the fight receive a drop</summary> <details><summary>Let every player that took part in the fight receive a drop</summary>
<br> <br>
This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables) and by executing the following mechanic when the mob dies: This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables) and by executing the following mechanic when the mob dies:
<br>
```yaml ```yaml
Skills: Skills:
...@@ -54,6 +55,7 @@ In this manner, the mob will drop the droptable named `droptable_name` to every ...@@ -54,6 +55,7 @@ In this manner, the mob will drop the droptable named `droptable_name` to every
<details><summary>Let only the X players who dealt the most damage receive a drop</summary> <details><summary>Let only the X players who dealt the most damage receive a drop</summary>
<br> <br>
This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables) and by executing the following mechanic when the mob dies: This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables) and by executing the following mechanic when the mob dies:
```yaml ```yaml
Skills: Skills:
...@@ -69,6 +71,7 @@ While this method is not necessarily precise (threat can decay, among other thin ...@@ -69,6 +71,7 @@ While this method is not necessarily precise (threat can decay, among other thin
<details><summary>Let only the player who dealt the most damage receive a drop</summary> <details><summary>Let only the player who dealt the most damage receive a drop</summary>
<br> <br>
This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables) and by executing the following mechanic when the mob dies: This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables) and by executing the following mechanic when the mob dies:
```yaml ```yaml
Skills: Skills:
...@@ -76,4 +79,16 @@ This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables) ...@@ -76,4 +79,16 @@ This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables)
``` ```
While this method is not necessarily precise (threat can decay, among other things) it's extremely simple to implement and the precision is in an acceptable range While this method is not necessarily precise (threat can decay, among other things) it's extremely simple to implement and the precision is in an acceptable range
</details>
<details><summary>Drop items to the last player that hit the mob</summary>
<br>
In this case, you will need to set a variable on the mob every time it is hit only if the trigger is a Player. Then, onDeath, you can use a UUID targeter to drop a specific item to whoever the variable is memorizing. This way, even if the mob dies for some other causes (Fire damage, Fall damage etc.), a player will always be selected for the drop, and is, as such, far more stable than dropping an item onDeath to the trigger.
```yaml
Skills:
- setvariable{var=caster.lastplayer;type=STRING;val=<trigger.uuid>} @self ~onDamaged ?~isPlayer
- dropitem{...} @UUID{u="<caster.var.lastplayer>"} ~ronDeath ?variableisset{var=caster.lastplayer}
```
</details> </details>
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