Mechanic: Damage
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 | 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 |
"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:
- 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}
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 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 hearts) to players within 6 blocks.