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UsefulTips · Changes

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Update UsefulTips authored Oct 24, 2023 by Lxlp's avatar Lxlp
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UsefulTips.md
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...@@ -89,6 +89,58 @@ This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables) ...@@ -89,6 +89,58 @@ 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>
<details><summary>Let the top X players who dealt the most damage receive specific drops</summary>
<br>
This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables) and by executing the following mechanic when the mob dies:
```yaml
Skills:
- skill{s=[
- skill{s=[
- dropitem{i=droptable_name_1}
- threat{mode=reset}
]} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT}
- skill{s=[
- dropitem{i=droptable_name_2}
- threat{mode=reset}
]} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT}
- skill{s=[
- dropitem{i=droptable_name_3}
- threat{mode=reset}
]} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT}
]} ~onDeath
```
This way, the droptable `droptable_name_1` will be dropped to the player that dealt the most damage, `droptable_name_2` to the one that dealt the second most damage and so on.
This happens because every time the inline skill
```yaml
- skill{s=[
- dropitem{i=droptable_name_1}
- threat{mode=reset}
]} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT}
```
is called, a droptable is given to the top threat, and then the threat against that target is removed, making the "next in line" to be considered the top threat holder.
So, in order to drop something specific to the drop 10 instead of the top 3, you just have to repeat that segment over and over.
If you have MythicMobs Premium, something like the following becomes possible
```yaml
Skills:
- skill{s=[
- skill{s=[
- dropitem{i=droptable_name_<skill.var.itr>}
- threat{mode=reset}
]} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT}
];repeat=X;repeatInterval=1} ~onDeath
```
would also work, with X being the number of players you want to give the reward with minus one (so for top 10, X would be 9) and each player is given a droptable named `droptable_name_Y`, where Y is their place in the "leaderboard" (so first place would receive droptable_name_1, second place droptable_name_2 and so on)
</details>
<details><summary>Drop items to the last player that hit the mob</summary> <details><summary>Drop items to the last player that hit the mob</summary>
<br> <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. 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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