Skip to content

GitLab

  • Projects
  • Groups
  • Snippets
  • Help
    • Loading...
  • Help
    • Help
    • Support
    • Community forum
    • Submit feedback
    • Contribute to GitLab
  • Sign in
MythicMobs MythicMobs
  • Project overview
    • Project overview
    • Details
    • Activity
  • Issues 160
    • Issues 160
    • List
    • Boards
    • Labels
    • Service Desk
    • Milestones
  • Operations
    • Operations
    • Incidents
  • Analytics
    • Analytics
    • Repository
    • Value Stream
  • Wiki
    • Wiki
  • Members
    • Members
  • Activity
  • Create a new issue
  • Issue Boards
Collapse sidebar
  • MythicCraft
  • MythicMobsMythicMobs
  • Wiki
    • Skills
    • Mechanics
  • missile

missile · Changes

Page history
updated the table syntax and removed HugSurface attribute authored Jun 11, 2023 by Lxlp's avatar Lxlp
Show whitespace changes
Inline Side-by-side
Showing with 54 additions and 199 deletions
+54 -199
  • skills/mechanics/missile.md skills/mechanics/missile.md +54 -199
  • No files found.
skills/mechanics/missile.md
View page @ ca9e72d1
Mechanic: Missile ## Description
=================
The missile skill is similar to the projectile skill. Missiles however The missile skill is similar to the projectile skill. Missiles however
are homing and will track down their targets. The available syntax is are homing and will track down their targets. The available syntax is
very similar to that of the projectile skill, too, but has some distinct very similar to that of the projectile skill, too, but has some distinct
differences. Missiles cannot be summoned as the "METEOR"-type and cannot differences. **Missiles cannot be summoned as the "METEOR"-type and cannot
hug the surface. However you can edit the inertia, add an onStart-skill hug the surface**.
and specify wether or not the missiles can only hit their targets. 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.
**Added in 4.10**
* Missiles can now target locations
* Added targetYoffset to missile mechanic
Attributes
----------
<table> ## Attributes
<thead> | Attribute | Aliases | Description | Default |
<tr class="header"> |-----------|-----------|----------------------------------------------------------------------|---------|
<th>Attribute</th> | 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 |
<th>Aliases</th> | onStart | oS | Meta-Skill executed when the projectile starts | |
<th>Description</th> | onTick | oT |Meta-Skill executed every \[interval\] ticks at the projectile's origin location|
<th>Default Value</th> | onEnd | oE | Meta-Skill executed when the projectile ends | |
</tr> | onHit | oH | Meta-Skill executed when the projectile hits something. Targets hit are inherited by the meta-skill | |
</thead> | Interval | int, i | How often (in ticks) the projectile update | 4 |
<tbody> | HorizontalRadius | hRadius, hR, r | The horizontal radius entities will be hit in around the projectile | 1.25 |
<tr class="odd"> |VerticalRadius | vRadius, vR | The vertical radius entities will be hit in around the projectile |Horizontal Radius |
<td>Inertia</td> | MaxDuration | md | The max duration (in ticks) the projectile will persist | 100 |
<td>in</td> | MaxRange | mr | The maximum range (in blocks) the projectile will travel | 40 |
<td><br /> | Velocity | v | The velocity of the projectile | 5 |
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.</td> | StartYOffset | syo | Lets you offset where on the casting mob the projectile shoots from | 1 |
<td>1.5</td> | StartFOffset | sfo | How far in front of the mob the projectile starts | 1 |
</tr> | TargetYOffset| tyo | Lets you offset where on the target the projectile shoots at | 1 |
<tr class="even"> | HitPlayers | hp | If the missile should hit players | true |
<td>onTick</td> | HitNonPlayers| hnp | If the missile should hit non player entities | false |
<td>oT</td> | HitTarget | ht | If the missile should be able to hit its target | true |
<td>Meta-Skill executed every [interval] ticks at the projectile's origin location.</td> | HitTargetOnly| | If the missile should be able to hit **only** its target | true |
<td>None</td> | StopAtEntity | sE | Whether the projectile will stop upon hitting a targetable entity | true |
</tr> | StopAtBlock | sB | Whether the projectile will stop upon hitting an opaque block | true |
<tr class="odd"> | PowerAffectsRange |par| Whether a mob's [power level](/mythiccraft/MythicMobs/-/wikis/Mobs/Power) affects the projectile's range | true |
<td>onHit</td> | PowerAffectsVelocity|pav| Whether a mob's [power level](/mythiccraft/MythicMobs/-/wikis/Mobs/Power) affects the projectile's velocity | true |
<td>oH</td> | fromOrigin | fo | Whether the missile should start from its origin | false |
<td>Meta-Skill executed when the projectile hits something. Targets hit are inherited by the meta-skill.</td> | 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 | |
<td>None</td>
</tr>
<tr class="even">
<td>onEnd</td>
<td>oE</td>
<td>Meta-Skill executed when the projectile ends.</td>
<td><br />
None</td>
</tr>
<tr class="odd">
<td>onStart</td>
<td>oS</td>
<td>Meta-Skill executed when the projectile starts.</td>
<td>None</td>
</tr>
<tr class="even">
<td>Interval</td>
<td>i, int</td>
<td>How often (in ticks) the projectile update</td>
<td>4</td>
</tr>
<tr class="odd">
<td>HorizontalRadius</td>
<td>hRadius, hR, r</td>
<td>The horizontal radius entities will be hit in around the projectile.</td>
<td>1.25</td>
</tr>
<tr class="even">
<td>VerticalRadius</td>
<td>vRadius, vR</td>
<td>The vertical radius entities will be hit in around the projectile.</td>
<td>Horizontal Radius</td>
</tr>
<tr class="odd">
<td>MaxDuration</td>
<td>md</td>
<td>The max duration (in ticks) the projectile will persist.</td>
<td>100</td>
</tr>
<tr class="even">
<td>MaxRange</td>
<td>mr</td>
<td>The maximum range (in blocks) the projectile will travel.</td>
<td>40</td>
</tr>
<tr class="odd">
<td>Velocity</td>
<td>v</td>
<td>The velocity of the projectile</td>
<td>5</td>
</tr>
<tr class="even">
<td>StartYOffset</td>
<td>syo</td>
<td>Start Y Offset - Lets you offset where on the casting mob the projectile shoots from.</td>
<td>+1</td>
</tr>
<tr class="odd">
<td>StartFOffset</td>
<td>sfo</td>
<td>Start Forward Offset - How far in front of the mob the projectile starts</td>
<td>+1</td>
</tr>
<tr class="even">
<td>TargetYOffset</td>
<td>tyo</td>
<td>Target Y Offset - Lets you offset where on the target the projectile shoots at.</td>
<td>+1</td>
</tr>
<tr class="odd">
<td>HitPlayers</td>
<td>hp</td>
<td></td>
<td>true</td>
</tr>
<tr class="even">
<td>HitNonPlayers</td>
<td>hnp</td>
<td></td>
<td>false</td>
</tr>
<tr class="odd">
<td>HitTarget</td>
<td>ht</td>
<td></td>
<td>true</td>
</tr>
<tr class="even">
<td>HitTargetOnly</td>
<td></td>
<td></td>
<td>false</td>
</tr>
<tr class="odd">
<td>StopAtEntity</td>
<td>sE</td>
<td>Whether the projectile will stop upon hitting a targetable entity.</td>
<td>true</td>
</tr>
<tr class="even">
<td>StopAtBlock</td>
<td>sB</td>
<td>Whether the projectile will stop upon hitting an opaque block.</td>
<td>true</td>
</tr>
<tr class="odd">
<td>HugSurface</td>
<td>hs</td>
<td>Whether or not the projectile should move along the ground.</td>
<td>false</td>
</tr>
<tr class="even">
<td>PowerAffectsRange</td>
<td>par</td>
<td>Whether a mob's <a href="Mobs/Power">power level</a> affects the projectile's range.</td>
<td>true</td>
</tr>
<tr class="odd">
<td>PowerAffectsVelocity</td>
<td>pav</td>
<td>Whether a mob's <a href="Mobs/Power">power level</a> affects the projectile's velocity.</td>
<td>true</td>
</tr>
<tr class="even">
<td>fromOrigin</td>
<td>fo</td>
<td>Whether the missile should start from its origin</td>
<td>false</td>
</tr>
<tr class="odd">
<td> hitConditions </td>
<td> </td>
<td> A list of conditions that a target must meet in order for the projectile to be able to hit it. See the <a href="/skills/mechanics/projectile">projectile</a> mechanic for more info. <b>Premium Only</b> Mechanic</td>
<td> </td>
</tr>
</tbody>
</table>
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
hitting its target. hitting its target.
```yaml
# Mob File # Mob File
Mob: Mob:
Type: ZOMBIE Type: ZOMBIE
Skills: Skills:
- skill{s=Homer} @target ~onTimer:100 - skill{s=Homer} @target ~onTimer:100
```
# Skills File ```yaml
Homer: # Skills File
Homer:
Skills: Skills:
- missile{ot=Homer_TICK;oh=Homer_HIT;v=4;i=1;hR=1;vR=1;in=0.75} - missile{ot=Homer_TICK;oh=Homer_HIT;v=4;i=1;hR=1;vR=1;in=0.75}
Homer_TICK: Homer_TICK:
Skills: Skills:
- effect:particles{p=flame;a=1} @origin - effect:particles{p=flame;a=1} @origin
Homer_HIT: Homer_HIT:
Skills: Skills:
- effect:particles{p=lava;a=50;hS=1;vS=1} - effect:particles{p=lava;a=50;hS=1;vS=1}
- effect:sound{s=entity.generic.explode;v=1;p=0} - effect:sound{s=entity.generic.explode;v=1;p=0}
- damage{a=1337;i=false} - damage{a=1337;i=false}
```
\ No newline at end of file
Clone repository
Home
Changelogs
Premium Features
Commands and Permissions
FAQ / Common Issues
Mythic Add-ons
Compatible Plugins
API Information
Packs
Mobs
  • Mob Options
  • Mob Levels
  • Mob Factions
  • Power Scaling
  • Damage Modifiers
  • Equipment
  • BossBar
  • Custom AI
  • Custom Kill Messages
  • Threat Tables
  • Immunity Tables
  • Templates
  • Extra: Disguises
  • Extra: ModelEngine
Skills
  • Mechanics
  • Effects
  • Targeters
    • Filters
  • Triggers
  • Conditions
    • In-line conditions
  • Metaskills
  • Placeholders
  • Variables
  • Math
Items
  • Options
  • Attributes
  • Enchantments
  • Potions
  • Banner Layers
  • Firework
Drops & DropTables
  • Drop Types
Spawning
  • Spawners
  • Random Spawns
Examples