|  | ## Description |  | ## Description | 
|  | The missile skill is similar to the projectile skill. Missiles however |  | The missile mechanic is similar to the projectile mechanic and can use any of the [Projectile's Inheritable Attributes](skills/mechanics/projectile#inheritable-attributes). | 
|  | are homing and will track down their targets. The available syntax is |  | Missiles however are homing and will track down their targets. | 
|  | very similar to that of the projectile skill, too, but has some distinct |  |  | 
|  | differences. **Missiles cannot be summoned as the "METEOR"-type and cannot |  |  | 
|  | hug the surface**. |  |  | 
|  | However you can edit the inertia, add an onStart-skill and specify wether or not the missiles can only hit their targets. |  |  | 
|  | Missiles can target both a location and an entity. |  | Missiles can target both a location and an entity. | 
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| ... | @@ -12,29 +8,6 @@ Missiles can target both a location and an entity. | ... | @@ -12,29 +8,6 @@ Missiles can target both a location and an entity. | 
|  | | Attribute | Aliases   | Description                                                          | Default | |  | | Attribute | Aliases   | Description                                                          | Default | | 
|  | |-----------|-----------|----------------------------------------------------------------------|---------| |  | |-----------|-----------|----------------------------------------------------------------------|---------| | 
|  | | Inertia   | in        | Sets the "turning-rate" of the missile. Lower values make the missile turn around faster. Use big numbers (10-100) when trying to make your missiles turn slowly.         | 1.5     | |  | | Inertia   | in        | Sets the "turning-rate" of the missile. Lower values make the missile turn around faster. Use big numbers (10-100) when trying to make your missiles turn slowly.         | 1.5     | | 
|  | | onStart   | oS        | Meta-Skill executed when the projectile starts                       |         | |  |  | 
|  | | onTick    | oT        |Meta-Skill executed every \[interval\] ticks at the projectile's origin location| |  |  | 
|  | | onEnd     | oE        | Meta-Skill executed when the projectile ends                         |         | |  |  | 
|  | | onHit     | oH        | Meta-Skill executed when the projectile hits something. Targets hit are inherited by the meta-skill                                                                    |         | |  |  | 
|  | | Interval  | int, i    | How often (in ticks) the projectile update                           | 4       | |  |  | 
|  | | HorizontalRadius | hRadius, hR, r | The horizontal radius entities will be hit in around the projectile | 1.25 | |  |  | 
|  | |VerticalRadius | vRadius, vR | The vertical radius entities will be hit in around the projectile |Horizontal Radius | |  |  | 
|  | | MaxDuration | md      | The max duration (in ticks) the projectile will persist              | 100     | |  |  | 
|  | | MaxRange  | mr        | The maximum range (in blocks) the projectile will travel             | 40      | |  |  | 
|  | | Velocity  | v         | The velocity of the projectile                                       | 5       | |  |  | 
|  | | StartYOffset | syo    | Lets you offset where on the casting mob the projectile shoots from  | 1       | |  |  | 
|  | | StartFOffset | sfo    | How far in front of the mob the projectile starts                    | 1       | |  |  | 
|  | | TargetYOffset| tyo    | Lets you offset where on the target the projectile shoots at         | 1       | |  |  | 
|  | | HitPlayers   | hp     | If the missile should hit players                                    | true    | |  |  | 
|  | | HitNonPlayers| hnp    | If the missile should hit non player entities                        | false   | |  |  | 
|  | | HitTarget | ht        | If the missile should be able to hit its target                      | true    | |  |  | 
|  | | HitTargetOnly|        | If the missile should be able to hit **only** its target             | true    | |  |  | 
|  | | StopAtEntity | sE     | Whether the projectile will stop upon hitting a targetable entity    | true    | |  |  | 
|  | | StopAtBlock  | sB     | Whether the projectile will stop upon hitting an opaque block        | true    | |  |  | 
|  | | PowerAffectsRange |par| Whether a mob's [power level](/mythiccraft/MythicMobs/-/wikis/Mobs/Power) affects the projectile's range                                                                 | true    | |  |  | 
|  | | PowerAffectsVelocity|pav| Whether a mob's [power level](/mythiccraft/MythicMobs/-/wikis/Mobs/Power) affects the projectile's velocity                                                              | true    | |  |  | 
|  | | fromOrigin | fo       | Whether the missile should start from its origin                     | false   | |  |  | 
|  | | hitConditions |       | A list of conditions that a target must meet in order for the projectile to be able to hit it. See the [projectile](/mythiccraft/MythicMobs/-/wikis/skills/mechanics/projectile) mechanic for more info. **Premium Only** Mechanic                                                       |         | |  |  | 
|  | | Bounces   | bounce    | Should the projectile bounce. Bounce radius depends on the projectile's hitbox. **Premium Only**.                                                                              | false   | |  | | Bounces   | bounce    | Should the projectile bounce. Bounce radius depends on the projectile's hitbox. **Premium Only**.                                                                              | false   | | 
|  | | BounceVelocity | bv   | Every time the projectile bounces, its velocity will be multiplied by this value. **Premium Only** .                                                                      | 0.9     | |  | | BounceVelocity | bv   | Every time the projectile bounces, its velocity will be multiplied by this value. **Premium Only** .                                                                      | 0.9     | | 
|  | | HugSurface| hs        | Whether or not the projectile should move along the ground.          | false   | |  | | HugSurface| hs        | Whether or not the projectile should move along the ground.          | false   | | 
| ... | @@ -44,6 +17,8 @@ Missiles can target both a location and an entity. | ... | @@ -44,6 +17,8 @@ Missiles can target both a location and an entity. | 
|  | | MaxDropHeight  | mdh  | The number of attempts the projectile will make to **decrease** its y-location before terminating itself, when the projectiles is "hugging" either a block or a liquid        | 10      | |  | | MaxDropHeight  | mdh  | The number of attempts the projectile will make to **decrease** its y-location before terminating itself, when the projectiles is "hugging" either a block or a liquid        | 10      | | 
|  | | highAccuracyMode | ham| Whether to use high-accuracy mode, which raytraces every tick to ensure the projectile cannot ever go through anything. Values can be `true`, `false`, `PLAYERS_ONLY`         | PLAYERS_ONLY | |  | | highAccuracyMode | ham| Whether to use high-accuracy mode, which raytraces every tick to ensure the projectile cannot ever go through anything. Values can be `true`, `false`, `PLAYERS_ONLY`         | PLAYERS_ONLY | | 
|  |  |  |  | 
|  |  |  | > This mechanic inherits every inheritable attribute of the [Projectile](skills/mechanics/projectile#inheritable-attributes) mechanic | 
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|  | ## Examples |  | ## Examples | 
|  | This example shoots a missile that looks like a thin trail of flames |  | This example shoots a missile that looks like a thin trail of flames | 
|  | with a high turning rate. It bursts into a powerful explosion upon |  | with a high turning rate. It bursts into a powerful explosion upon | 
| ... |  | ... |  |