... | ... | @@ -11,10 +11,28 @@ Damages the targeted entity. |
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| ignoreArmor | ia | Whether or not to ignore armor | false |
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| preventknockback | pkb, pk | Whether or not to prevent knockback | false |
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| preventimmunity | pi | Whether or not to ignore immunities | false |
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| element * | type | Sets the type of damage to be inflicted | false |
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| element | type | Sets the type of damage to be inflicted | false |
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*"preventknockback" and "preventimmunity" were added in version 2.3*
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### Elements
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As seen above, the damage mechanic offers the ability to set an "element" for the damage, like so:
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damage{amount=10;element=FIRE} @target \~onUse
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damage{amount=10;element=ICE} @target \~onUse
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This element can by named anything, and can be used in a mob's DamageModifiers to alter resistance to the damage type as needed:
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DamageModTest:
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Type: COW
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DamageModifiers:
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- LIGHTNING 0.1
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- FIRE 2.0
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- AIR 1.0
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- ICE 0.5
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Skills:
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- message{m="Damaged by <skill.var.damage-type> for <skill.var.damage-amount>"} @PIR{r=50} \~onDamaged
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### Examples
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Skills:
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... | ... | @@ -31,21 +49,6 @@ mob's target every 1 second (20 ticks). |
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- potion{t=SLOW;d=120;l=6} @PIR{r=6}
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- damage{a=120;pkb=true} @PIR{r=6}
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Here are some examples of of the element modifier in action:
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1. damage{amount=10;element=FIRE} @target \~onUse
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1. damage{amount=10;element=ICE} @target \~onUse
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DamageModTest:
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Type: COW
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DamageModifiers:
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- LIGHTNING 0.1
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- FIRE 2.0
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- AIR 1.0
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- ICE 0.5
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Skills:
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- message{m="Damaged by <skill.var.damage-type> for <skill.var.damage-amount>"} @PIR{r=50} \~onDamaged
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A more complex use of the **damage** mechanic can give illusions of say
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Ice attacks like the example above. Which uses effects to make the
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targets of the mob appear as if they were frozen by using particles (On
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