Changes
Page history
Update damage
authored
Jun 14, 2021
by
Woodyso
Hide whitespace changes
Inline
Side-by-side
skills/mechanics/damage.md
View page @
8730931f
...
...
@@ -11,10 +11,28 @@ Damages the targeted entity.
| ignoreArmor | ia | Whether or not to ignore armor | false |
| preventknockback | pkb, pk | Whether or not to prevent knockback | false |
| preventimmunity | pi | Whether or not to ignore immunities | false |
| element
*
| type | Sets the type of damage to be inflicted | false |
| element | type | Sets the type of damage to be inflicted | false |
*"preventknockback" and "preventimmunity" were added in version 2.3*
### Elements
As seen above, the damage mechanic offers the ability to set an "element" for the damage, like so:
damage{amount=10;element=FIRE} @target \~onUse
damage{amount=10;element=ICE} @target \~onUse
This element can by named anything, and can be used in a mob's DamageModifiers to alter resistance to the damage type as needed:
DamageModTest:
Type: COW
DamageModifiers:
- LIGHTNING 0.1
- FIRE 2.0
- AIR 1.0
- ICE 0.5
Skills:
- message{m="Damaged by <skill.var.damage-type> for <skill.var.damage-amount>"} @PIR{r=50} \~onDamaged
### Examples
Skills:
...
...
@@ -31,21 +49,6 @@ mob's target every 1 second (20 ticks).
- potion{t=SLOW;d=120;l=6} @PIR{r=6}
- damage{a=120;pkb=true} @PIR{r=6}
Here are some examples of of the element modifier in action:
1.
damage{amount=10;element=FIRE} @target
\~
onUse
1.
damage{amount=10;element=ICE} @target
\~
onUse
DamageModTest:
Type: COW
DamageModifiers:
-
LIGHTNING 0.1
-
FIRE 2.0
-
AIR 1.0
-
ICE 0.5
Skills:
-
message{m="Damaged by
<skill.var.damage-type>
for
<skill.var.damage-amount>
"} @PIR{r=50}
\~
onDamaged
A more complex use of the
**damage**
mechanic can give illusions of say
Ice attacks like the example above. Which uses effects to make the
targets of the mob appear as if they were frozen by using particles (On
...
...
...
...