... | @@ -12,6 +12,7 @@ Table of contents: |
... | @@ -12,6 +12,7 @@ Table of contents: |
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<details><summary>My PILLAGER override is not giving bad omen</summary>
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<details><summary>My PILLAGER override is not giving bad omen</summary>
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This is a common issue. To fix this, consider adding the following skill to your PILLAGER mob override:
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This is a common issue. To fix this, consider adding the following skill to your PILLAGER mob override:
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```yaml
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```yaml
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Skills:
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Skills:
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... | @@ -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 |
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<details><summary>Let every player that took part in the fight receive a drop</summary>
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<details><summary>Let every player that took part in the fight receive a drop</summary>
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This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables) and by executing the following mechanic when the mob dies:
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This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables) and by executing the following mechanic when the mob dies:
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```yaml
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```yaml
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Skills:
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Skills:
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... | @@ -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 |
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<details><summary>Let only the X players who dealt the most damage receive a drop</summary>
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<details><summary>Let only the X players who dealt the most damage receive a drop</summary>
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This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables) and by executing the following mechanic when the mob dies:
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This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables) and by executing the following mechanic when the mob dies:
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```yaml
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```yaml
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Skills:
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Skills:
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... | @@ -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 |
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<details><summary>Let only the player who dealt the most damage receive a drop</summary>
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<details><summary>Let only the player who dealt the most damage receive a drop</summary>
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<br>
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<br>
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This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables) and by executing the following mechanic when the mob dies:
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This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables) and by executing the following mechanic when the mob dies:
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```yaml
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```yaml
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Skills:
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Skills:
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... | @@ -77,3 +80,15 @@ This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables) |
... | @@ -77,3 +80,15 @@ This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables) |
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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
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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
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</details>
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</details>
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<details><summary>Drop items to the last player that hit the mob</summary>
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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.
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```yaml
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Skills:
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- setvariable{var=caster.lastplayer;type=STRING;val=<trigger.uuid>} @self ~onDamaged ?~isPlayer
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- dropitem{...} @UUID{u="<caster.var.lastplayer>"} ~ronDeath ?variableisset{var=caster.lastplayer}
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```
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</details> |
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