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damage · Changes

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added additional parameters, added more aliases and added yaml syntax authored Jul 07, 2023 by Lxlp's avatar Lxlp
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skills/mechanics/damage.md
View page @ a686139c
Mechanic: Damage
----------------
## Description
Damages the targeted entity.
### Attributes
| Attribute | Aliases | Description | Default |
|------------------|---------|---------------------------------------------------------------------------------------------------------------------|---------------|
| amount | a | The amount of damage to deal | 1 |
| ignoreArmor | ia | Whether or not to ignore armor, but will still use enchantment modifiers 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.<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 |
## Attributes
| Attribute | Aliases | Description | Default |
|-----------|-----------|----------------------------------------------------------------------|---------|
| amount | a | The amount of damage to deal | 1 |
| ignoreArmor | ia, i | Whether or not to ignore armor, but will still use enchantment modifiers 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 | e, damagetype, type | Sets the type of damage to be inflicted | |
| damagecause | dc, cause | Sets the damage cause for this damage mechanic.<br/> (This option is only available for 1.17+) | entity_attack |
| ignoreenchantments |ignoreenchants, ie | Whether or not to ignore enchantments when calculating total damage.<br>(This option is only available for 1.19+) | false |
| noanger | na | Whether or not to generate anger when damaging the entity | false |
| ignoreinvulnerability | ignoreinvulnerable, ii | Whether or not to ignore invulnerability | false |
| ignoreshield | is | Whether or not to ignore the shield blocking on the target | false |
| damageshelmet| dh | Whether or not the helmet should be damaged | false |
| ignoreeffects| ieff | Whether or not effects should be ignored | false |
| ignoreresistance | ir | Whether or not resistance should be ignored | false |
### DamageCause
This attribute is only available in newer MM 5.0 builds.
......@@ -24,39 +29,42 @@ 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:
- damage{amount=10;element=FIRE} @target ~onUse
- damage{amount=10;element=ICE} @target ~onUse
```yaml
- damage{amount=10;element=FIRE} @target ~onUse
- damage{amount=10;element=ICE} @target ~onUse
```
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
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
```yaml
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
```
These options can also be used in the "onDamaged" aura, using the `damageMods="FIRE 0.5"` attribute.
### Examples
Skills:
- damage{amount=20;ignoreArmor=true} @target ~onTimer:20
## Examples
```yaml
Skills:
- damage{amount=20;ignoreArmor=true} @target ~onTimer:20
```
This skill above does 20 damage (10 hearts), ignoring armor, to the
mob's target every 1 second (20 ticks).
FreezeBlast:
Skills:
- effect:sound{s=block.fire.extinguish;v=1;p=0.5} @PIR{r=6}
- effect:particles{p=explode;a=8;vs=0.5;hs=0.5;s=0;y=1;repeat=5;repeatInterval=20} @PIR{r=6}
- effect:particles{p=drip_water;a=10;vs=0.5;hs=0.5;s=0;y=1;repeat=5;repeatInterval=20} @PIR{r=6}
- potion{t=SLOW;d=120;l=6} @PIR{r=6}
- damage{a=120;pkb=true} @PIR{r=6}
```yaml
FreezeBlast:
Skills:
- effect:sound{s=block.fire.extinguish;v=1;p=0.5} @PIR{r=6}
- effect:particles{p=explode;a=8;vs=0.5;hs=0.5;s=0;y=1;repeat=5;repeatInterval=20} @PIR{r=6}
- effect:particles{p=drip_water;a=10;vs=0.5;hs=0.5;s=0;y=1;repeat=5;repeatInterval=20} @PIR{r=6}
- potion{t=SLOW;d=120;l=6} @PIR{r=6}
- damage{a=120;pkb=true} @PIR{r=6}
```
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
......@@ -65,10 +73,16 @@ and inflicting Slowness level 7 (which is -105% movement speed.) slowing
the mob to a halt. Additionally, the mechanic inflicts 120 damage (60
hearts) to players within 6 blocks.
### Examples(Requires Premium)
Skills:
- damage{amount=<caster.var.somevariable> * 0.5 + 1} @target ~onTimer:20
##
**Premium Example**
```yaml
Skills:
- damage{amount=<caster.var.somevariable> * 0.5 + 1} @target ~onTimer:20
```
This skill above does "<caster.var.somevariable> * 0.5 + 1" damage
if the varibute: <caster.var.somevariable>'s value is 5,this mechaine will does 3.5 damage
\ No newline at end of file
if the varibute: <caster.var.somevariable>'s value is 5,this mechaine will does 3.5 damage
## Aliases
- [x] d
\ No newline at end of file
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