... | @@ -20,43 +20,55 @@ It is of importance to note that other mechanics (such as [Missile](/skills/mech |
... | @@ -20,43 +20,55 @@ It is of importance to note that other mechanics (such as [Missile](/skills/mech |
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| onEndSkill | onEnd, oE | Meta-Skill executed when the projectile ends. | |
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| onEndSkill | onEnd, oE | Meta-Skill executed when the projectile ends. | |
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| onBounceSkill| onBounce |Meta-Skill executed when the projectile bounces. **Premium Only**.| |
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| onBounceSkill| onBounce |Meta-Skill executed when the projectile bounces. **Premium Only**.| |
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| onHitBlockSkill |onHitBlock, ohb | Meta-Skill executed when the projectile hits a block. | |
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| onHitBlockSkill |onHitBlock, ohb | Meta-Skill executed when the projectile hits a block. | |
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| Interval | i | How often (in ticks) the projectile updates its position | 4 |
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| BulletType | bullet, b | The type of the bullet. If set, additional attributes becomes available depending on the specified bullet type. A list of bullet types and associated attributes is available [below](/skills/mechanics/projectile#projectile-bullets) | NONE |
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| HorizontalRadius | hRadius, hR | The horizontal radius entities will be hit in around the projectile. | 1.25 |
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| Interval | int, i | How often (in ticks) the projectile updates its position | 1 |
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| VerticalRadius | vRadius, vR | The vertical radius entities will be hit in around the projectile. | Horizontal Radius |
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| HorizontalRadius | hRadius, hR, r | The horizontal radius entities will be hit in around the projectile. | 1.25 |
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| Duration | d | The max duration (in ticks) the projectile will persist. | 100 |
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| VerticalRadius | vRadius, vR | The vertical radius entities will be hit in around the projectile. | 1.25 |
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| Duration | maxDuration, md, d | The max duration (in ticks) the projectile will persist. | 400 |
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| MaxRange | mr | The maximum range (in blocks) the projectile will travel. | 40 |
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| MaxRange | mr | The maximum range (in blocks) the projectile will travel. | 40 |
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| Velocity | v | The velocity of the projectile | 5 |
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| Velocity | v | The velocity of the projectile | 5 |
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| StartYOffset | syo | Start Y Offset - Lets you offset where on the casting mob the projectile shoots from. | +1 |
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| DeathDelay| death, dd | Delays the removal of project bullets when the projectile is terminated | 2 |
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| StartFOffset | sfo | Start Forward Offset - How far in front of the mob the projectile starts | +1 |
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| StartYOffset | syo | Lets you offset where on the casting mob the projectile shoots from. | 1 |
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| StartSideOffset | sso | Start Side Offset - How far to the side of the mob the projectile starts | 0 |
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| StartFOffset | forwardoffset, sfo | How far in front of the mob the projectile starts | 1 |
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| TargetYOffset | tyo | Target Y Offset - Lets you offset where on the target the projectile shoots at. | +1 |
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| TargetYOffset | tyo | Lets you offset where on the target the projectile shoots at. | 0 |
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| HorizontalOffset | hO | Horizontal Offset will rotate the projectile's horizontal starting velocity around a 360-degree axis. | 0 |
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| SideOffset | soffset, so | The value of this attribute gets inherited by StartSideOffset and EndSideOffset if no value is specified for them | 0 |
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| VerticalOffset | vO | Vertical Offset will rotate the projectile's vertical starting velocity around a 360-degree axis. | 0 |
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| StartSideOffset | ssoffset, sso | How far to the side of the mob the projectile starts |sideoffset|
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| HitPlayers | hp | Whether the projectile will only hit player. | true |
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| EndSideOffset | endoffset, esoffset, eso | How far to the side of the target location the projectile will end up |sideoffset|
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| HitNonPlayers | hnp | Whether the projectile will hit any entities(including caster but not players). | false |
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| startingdirection | startingdir, startdir, sdir | Start direction of the projectile | |
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| HitSelf | | Whether the projectile will hit the caster.
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| HorizontalOffset | hO | Horizontal Offset will rotate the projectile's horizontal starting velocity around a 360-degree axis | 0 |
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| StopAtEntity | sE | Whether the projectile will stop upon hitting a targetable entity. | true |
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| VerticalOffset | vO | Vertical Offset will rotate the projectile's vertical starting velocity around a 360-degree axis | 0 |
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| StopAtBlock | sB | Whether the projectile will stop upon hitting an opaque block. | true |
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| HugSurface | hs | Whether or not the projectile should move along the ground. | false |
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| HugLiquid | | when using hugSurface will also move on top of liquids | false
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| HeightFromSurface | hfs | For NORMAL projectiles, how high above the surface the projectile should glide if HugSurface is set to TRUE. For METEOR projectiles, how high above the surface the projectile starts above the target. | 0.5 |
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| PowerAffectsRange | par | Whether a mob's [power level](/Mobs/Power) affects the projectile's range. | true |
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| PowerAffectsVelocity | pav | Whether a mob's [power level](/Mobs/Power) affects the projectile's velocity. | true |
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| gravity | g | Determines the gravity of the projectile; use fractions (0.1-0.2) for low gravity | 0 |
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| Accuracy | ac, a | Determines the accuracy of the projectile | 1 |
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| Accuracy | ac, a | Determines the accuracy of the projectile | 1 |
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| HorizontalNoise | hn | The randomness of the projectile in horizontal direction | 0 |
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| HorizontalNoise | hn | The randomness of the projectile in horizontal direction |(1-ac)*45 |
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| VerticalNoise | vn | The randomness of the projectile in the vertical direction | 0 |
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| VerticalNoise | vn | The randomness of the projectile in the vertical direction |(1-ac)*4.5|
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| Bounce | | Should the projectile bounce. Bounce radius depends on the projectile's hitbox. **Premium Only** Mechanic | false |
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| StopAtEntity | sE | Whether the projectile will stop upon hitting a targetable entity | true |
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| BounceVelocity | | Every time the projectile bounces, its velocity will be multiplied by this value. **Premium Only** Mechanic | 0.9
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| StopAtBlock | sB | Whether the projectile will stop upon hitting an opaque block | true |
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| hitConditions | | A list of conditions that a target must meet in order for the projectile to be able to hit it. **Premium Only** Mechanic | |
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| PowerAffectsRange |pa | Whether a mob's [power level](/Mobs/Power) affects the projectile's range| true|
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| bulletEnchanted | enchanted | Makes the projectile enchanted. Works for armorstand/item display/item bullets | false |
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| PowerAffectsVelocity | pav | Whether a mob's [power level](/Mobs/Power) affects the projectile's velocity. | true |
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| HitSelf | | Whether the projectile can hit the caster | false |
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| HitPlayers | hp | Whether the projectile can hit players | true |
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| HitNonPlayers | hnp | Whether the projectile can hit non player entities | false |
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| HitTarget | ht | Whether the projectile can hit the mechanic's target | true |
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| HitTargetOnly | hto | Whether the projectile can **only** hit the mechanic's target | false |
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| ImmuneDelay | immune, id | Sets the immunity delay (when the target can be hit by the projectile again) | 2000 |
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| hitConditions | conditions, cond, c | A list of conditions that a target must meet in order for the projectile to be able to hit it. **Premium Only** Mechanic | |
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| fromorigin | fo | Whether the projectile should start from the origin of the mechanic | false |
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### Projectile-Specific Attributes
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### Projectile-Specific Attributes
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| Attribute | Aliases | Description | Default |
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|-----------|-----------|----------------------------------------------------------------------|---------|
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| Type | | The "type" of projectile. Default projectiles are launched from the mob's location towards the target. METEOR type projectiles fall from the sky above the target. | NORMAL |
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| Type | | The "type" of projectile. Default projectiles are launched from the mob's location towards the target. METEOR type projectiles fall from the sky above the target. | NORMAL |
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| gravity | g | Determines the gravity of the projectile; use fractions (0.1-0.2) for low gravity | 0 |
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| Bounces | bounce | Should the projectile bounce. Bounce radius depends on the projectile's hitbox. **Premium Only**. | false |
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| BounceVelocity | bv | Every time the projectile bounces, its velocity will be multiplied by this value. **Premium Only** . | 0.9 |
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| HugSurface| hs | Whether or not the projectile should move along the ground. | false |
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| HugLiquid | hugwater, huglava | when using hugSurface will also move on top of liquids | false |
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| HeightFromSurface| hfs| For NORMAL projectiles, how high above the surface the projectile should glide if HugSurface is set to TRUE. For METEOR projectiles, how high above the surface the projectile starts above the target. | 0.5 |
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| MaxClimbHeight | mch | The number of attempts the projectile will make to **increase** its y-location before terminating itself, when the projectiles is "hugging" either a block or a liquid | 3 |
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| 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 |
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Special Notes
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## Special Notes
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-------------
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**For the <u>onStart</u> Skill:** onStart skills work in a special way -
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**For the <u>onStart</u> Skill:** onStart skills work in a special way -
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any buff or "special effect" mechanics fired by onStart that have a
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any buff or "special effect" mechanics fired by onStart that have a
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... | @@ -86,14 +98,135 @@ that is firing the projectile. |
... | @@ -86,14 +98,135 @@ that is firing the projectile. |
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Because of this, meteor projectiles cannot use certain attributes (which
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Because of this, meteor projectiles cannot use certain attributes (which
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ones are pending further testing).
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ones are pending further testing).
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Projectile Bullets
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------------------
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Projectile mechanics can now specify a bullet type that will represent
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## Projectile Bullets
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the projectile. No longer are projectiles just limited to particles!
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The bullet type that will represent the projectile. These can be specified via the BulletType attribute.
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These work with the projectile, missile, and orbital mechanics.
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These work with the projectile, missile, and orbital mechanics.
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| BulletType | Aliases | Description |
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|-------------|--------------|---------------------------------------------------------------------------|
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| [ARROW][] | | The bullet will be a minecraft projectile |
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| [BLOCK][] | | The bullet will be a block |
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| [SMALLBLOCK][]| | The bullet will be a small block |
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| [ITEM][] | MYTHICITEM | The bullet will be an item |
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| [MOB][] | | The bullet will be a mob. If a Mythicmobs, it will retain its skills |
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| [TRACKING][]| ARMOR_STAND, ARMORSTAND, PSTAND | The bullet will be an item, but its rotation will be adjusted depending on the projectile's direction |
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| [REALTRACKING][] | RTRACKING, REAL_ARMOR_STAND, REALARMORSTAND, STAND | As above, but a real armor stand will also be spawned instead of a packet |
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| [DISPLAY][] | | The projectile will be a display entity |
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| [TEXT][] | | The projectile will display a line of text |
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Examples:
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```yaml
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- projectile{bulletType=ARROW;arrowType=TRIDENT;...}
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- projectile{bulletType=BLOCK;material=STONE;...}
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- projectile{bulletType=ITEM;material=MyMythicItem;...}
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- projectile{bulletType=MOB;mob=SkeletonKing;...}
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```
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[ARROW]: /skills/mechanics/projectile#arrow-bullet
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[BLOCK]: /skills/mechanics/projectile#block-bullet
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[SMALLBLOCK]: /skills/mechanics/projectile#smallblock-bullet
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[ITEM]: /skills/mechanics/projectile#item-bullet
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[MOB]: /skills/mechanics/projectile#mob-bullet
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[TRACKING]: /skills/mechanics/projectile#tracking-bullet
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[REALTRACKING]: /skills/mechanics/projectile#realtracking-bullet
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[DISPLAY]: /skills/mechanics/projectile#display-bullet
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[TEXT]: /skills/mechanics/projectile#text-bullet
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### ARROW Bullet
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| Attribute | Aliases | Description | Default |
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|-----------|-----------|----------------------------------------------------------------------|---------|
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| arrowtype | bulletarrowtype | The type of the projectile to use. Can be `NORMAL`,`SPECTRAL`,`TRIDENT` | NORMAL |
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### BLOCK Bullet
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| Attribute | Aliases | Description | Default |
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|-----------|-----------|----------------------------------------------------------------------|---------|
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| bulletmaterial | material, mat | The material of the bullet | STONE |
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| bulletspin | bspin | The spin of the bullet | 0 |
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| audience | | The [Audience][] of the bullet | world |
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### SMALLBLOCK Bullet
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| Attribute | Aliases | Description | Default |
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|-----------|-----------|----------------------------------------------------------------------|---------|
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| bulletmaterial | material, mat | The material of the bullet | STONE |
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| audience | | The [Audience][] of the bullet | world |
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### ITEM Bullet
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| Attribute | Aliases | Description | Default |
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|-----------|-----------|----------------------------------------------------------------------|---------|
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| bulletmaterial | material, mat | The material of the bullet | STONE |
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|bulletModel| model | The CustomModelData of the material | 0 |
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|bulletColor| | The color of the material, if applicable | |
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| bulletmatchdirection | bmd | Should the bullet face where the projectile is facing | false |
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| bulletEnchanted | enchanted | Should the material be enchanted | false |
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| audience | | The [Audience][] of the bullet | world |
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### MOB Bullet
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| Attribute | Aliases | Description | Default |
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|-----------|-----------|----------------------------------------------------------------------|---------|
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| mob | mobType, mm | The mob of the bullet | SkeletalKnight |
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| bulletspin | bspin | The spin of the bullet | 0 |
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| bulletmatchdirection | bmd | Should the bullet face where the projectile is facing | false |
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| bulletKillable | bk | Allow other entities to damage the projectile bullet | false |
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### TRACKING Bullet
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| Attribute | Aliases | Description | Default |
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|-----------|-----------|----------------------------------------------------------------------|---------|
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| bulletmaterial | material, mat | The material of the bullet | STONE |
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|bulletModel| model | The CustomModelData of the material | 0 |
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|bulletColor| | The color of the material, if applicable | |
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| bulletEnchanted | enchanted | Should the material be enchanted | false |
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| pitch | | The pitch rotation | 0 |
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| yaw | | The yaw rotation | 0 |
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| roll | | The roll rotation | 0 |
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| rotation | rot | The rotation of the bullet, in the x,y,z format | 0,0,0 |
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| pitchspeed| ps | The pitch rotation speed | 0 |
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| yawspeed | ys | The yaw rotation speed | 0 |
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| rollspeed | rs | The roll rotation speed | 0 |
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| rotationspeed | rotspeed, rots | The rotation speed of the bullet, in the x,y,z format | 0,0,0 |
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| audience | | The [Audience][] of the bullet | world |
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### REALTRACKING Bullet
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| Attribute | Aliases | Description | Default |
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|-----------|-----------|----------------------------------------------------------------------|---------|
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| bulletmaterial | material, mat | The material of the bullet | STONE |
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|bulletModel| model | The CustomModelData of the material | 0 |
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|bulletColor| | The color of the material, if applicable | |
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| bulletEnchanted | enchanted | Should the material be enchanted | false |
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### DISPLAY Bullet
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| Attribute | Aliases | Description | Default |
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|-----------|-----------|----------------------------------------------------------------------|---------|
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| bulletmaterial | material, mat | The material of the bullet | STONE |
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|bulletModel| model | The CustomModelData of the material | 0 |
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|bulletColor| | The color of the material, if applicable | |
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| bulletEnchanted | enchanted | Should the material be enchanted | false |
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| pitch | | The pitch rotation | 0 |
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| yaw | | The yaw rotation | 0 |
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| roll | | The roll rotation | 0 |
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| rotation | rot | The rotation of the bullet, in the x,y,z format | 0,0,0 |
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| pitchspeed| ps | The pitch rotation speed | 0 |
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| yawspeed | ys | The yaw rotation speed | 0 |
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| rollspeed | rs | The roll rotation speed | 0 |
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| rotationspeed | rotspeed, rots | The rotation speed of the bullet, in the x,y,z format | 0,0,0 |
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|bulletscale| scale | The scale of the bullet |0.5,0.5,0.5|
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| audience | | The [Audience][] of the bullet | world |
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### TEXT Bullet
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| Attribute | Aliases | Description | Default |
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|-----------|-----------|----------------------------------------------------------------------|---------|
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| bulletText| text | The text of the bullet | * |
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| bulletBillboard | billboard | The [billboard type][] of the bullet | CENTER |
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|bulletscale| scale | The scale of the bullet |0.5,0.5,0.5|
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| backgroundcolor | color | The Background color, in the ARGB format | 64,0,0,0 |
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| audience | | The [Audience][] of the bullet | world |
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[Audience]: /Skills/Effects#audience
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[billboard type]: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Display.Billboard.html
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<!--
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Bullet types available are:
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Bullet types available are:
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- **ARROW** - *projectile{bulletType=ARROW;arrowType=(NORMAL/SPECTRAL/TRIDENT);...}*
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- **ARROW** - *projectile{bulletType=ARROW;arrowType=(NORMAL/SPECTRAL/TRIDENT);...}*
|
... | @@ -112,9 +245,9 @@ with, but will still use all their skills... |
... | @@ -112,9 +245,9 @@ with, but will still use all their skills... |
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You can also use the new **bulletSpin=#** option to give your bullets
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You can also use the new **bulletSpin=#** option to give your bullets
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some spin.
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some spin.
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-->
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Examples
|
|
## Examples
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--------
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This example shoots a fast-moving ball of ice that damages and slows the
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|
This example shoots a fast-moving ball of ice that damages and slows the
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first entity it hits:
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first entity it hits:
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... | | ... | |