Update damage authored by Woodyso's avatar Woodyso
......@@ -11,7 +11,7 @@ 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*
......@@ -31,6 +31,21 @@ 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
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