| 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 |
| preventimmunity | pi | Whether or not to ignore immunities | 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 |
| ignoreenchants | ie | Whether or not to ignore enchantments when calculating total damage. (This option is only available for 1.19+) | false |
| 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.<br/> (This option is only available for 1.19+) | false |
### DamageCause
This attribute is only available in newer MM 5.0 builds.
Here are the available damage causes for now:
```
- entity_attack
- thorns
- magic
- fire
- fire_tick
- fall
- freeze
- void
- dragon_breath
- lava
- hot_floor
```
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`,
meaning that `<trigger.name>` will not return "Unknown".
### Elements
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
- 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:
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:
Type: COW
...
...
@@ -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
a repeating interval to create a sort of lingering frost effect as well)
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