| ignoreArmor | ia | Whether or not to ignore armor | false |
| ignoreArmor | ia | Whether or not to ignore armor, but will still use enchantment modifiers like when calculating total damage | false |
| preventknockback | pkb, pk | Whether or not to prevent knockback | false |
| preventknockback | pkb, pk | Whether or not to prevent knockback | false |
| preventimmunity | pi | Whether or not to ignore immunities | 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 |
| damagecause | cause | Sets the damage cause for this damage mechanic. (This option is only available for 1.17+) | entity_attack |
| damagecause | cause | Sets the damage cause for this damage mechanic.<br/> (This option is only available for 1.17+) | entity_attack |
| ignoreenchants | ie | Whether or not to ignore enchantments when calculating total damage. (This option is only available for 1.19+) | false |
| ignoreenchants | ie | Whether or not to ignore enchantments when calculating total damage.<br/> (This option is only available for 1.19+) | false |
### DamageCause
### DamageCause
This attribute is only available in newer MM 5.0 builds.
This attribute is only available in newer MM 5.0 builds.
Here are the available damage causes for now:
All available damage causes can be found on [spigot javadocs](https://hub.spigotmc.org/javadocs/spigot/org/bukkit/event/entity/EntityDamageEvent.DamageCause.html)
```
Note: Only `entity_attack`, `entity_sweep_attack`, `thorns`, `sonic_boom`, `entity_explosion`, and `projectile`,
- entity_attack
meaning that `<trigger.name>` will not return "Unknown".
- thorns
- magic
- fire
- fire_tick
- fall
- freeze
- void
- dragon_breath
- lava
- hot_floor
```
### Elements
### Elements
As seen above, the damage mechanic offers the ability to set an "element" for the damage, like so:
As seen above, the damage mechanic offers the ability to set an "element" for the damage, like so:
...
@@ -39,7 +28,7 @@ As seen above, the damage mechanic offers the ability to set an "element" for th
...
@@ -39,7 +28,7 @@ As seen above, the damage mechanic offers the ability to set an "element" for th
- damage{amount=10;element=FIRE} @target ~onUse
- damage{amount=10;element=FIRE} @target ~onUse
- damage{amount=10;element=ICE} @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:
This element can buy named anything, and can be used in a mob's DamageModifiers to alter resistance to the damage type as needed:
DamageModTest:
DamageModTest:
Type: COW
Type: COW
...
@@ -74,7 +63,7 @@ Ice attacks like the example above. Which uses effects to make the
...
@@ -74,7 +63,7 @@ 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
targets of the mob appear as if they were frozen by using particles (On
a repeating interval to create a sort of lingering frost effect as well)
a repeating interval to create a sort of lingering frost effect as well)
and inflicting Slowness level 7 (which is -105% movement speed.) slowing
and inflicting Slowness level 7 (which is -105% movement speed.) slowing
the mob to a halt. Additionally the mechanic inflicts 120 damage (60
the mob to a halt. Additionally, the mechanic inflicts 120 damage (60