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  • stringvariables

stringvariables · Changes

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Placeholders
------------
These are all of the placeholders and special characters you can use in
skills and mechanics that use strings.
##### Examples
This will make a mob (name in teal (&b)) send a message to all players
in a radius of 20 blocks around in itself, stating that it was slain by
player x (<trigger.name> in green (&a))
Skills:
- message{m="&b<mob.name>&r was slain by the warrior skills of &a<trigger.name>&r"} @PIR{r=20} ~onDeath
Skill Placeholders
------------------
<table>
<thead>
<tr class="header">
<th><strong>Mob Placeholder</strong></th>
<th><strong>Function</strong></th>
</tr>
</thead>
<tbody>
<tr class="odd">
<td><em>Some placeholders may not function properly if they don't apply to the caster (e.g. the caster is a player). Pre 4.6.0 versions use "mob" instead of "caster"</em></td>
<td></td>
</tr>
<tr class="even">
<td>&lt;caster.uuid&gt;</td>
<td>Returns the UUID of the caster</td>
</tr>
<tr class="odd">
<td>&lt;caster.level&gt;</td>
<td>Returns the level of the caster</td>
</tr>
<tr class="even">
<td>&lt;caster.name&gt;</td>
<td>Returns the name of the caster</td>
</tr>
<tr class="odd">
<td>&lt;caster.hp&gt;</td>
<td>Returns current hp of the caster</td>
</tr>
<tr class="even">
<td>&lt;caster.mhp&gt;</td>
<td>Returns the max hp of the caster</td>
</tr>
<tr class="odd">
<td>&lt;caster.php&gt;</td>
<td>Returns the percent hp of the caster</td>
</tr>
<tr class="even">
<td>&lt;caster.thp&gt;</td>
<td>Returns the full number hp of the caster</td>
</tr>
<tr class="odd">
<td>&lt;caster.tt.top&gt;</td>
<td>Returns the name of the top threat holder of the caster</td>
</tr>
<tr class="even">
<td>&lt;caster.l.w&gt;</td>
<td>Returns the world name the caster is in</td>
</tr>
<tr class="odd">
<td>&lt;caster.l.x&gt;</td>
<td>Returns the X coordinate of the caster</td>
</tr>
<tr class="even">
<td>&lt;caster.l.x.#&gt;</td>
<td>Returns the X coordinate of the caster<br />
+- random number between #</td>
</tr>
<tr class="odd">
<td>&lt;caster.l.y&gt;</td>
<td>Returns the Y coordinate of the caster</td>
</tr>
<tr class="even">
<td>&lt;caster.l.y.#&gt;</td>
<td>Returns the Y coordinate of the caster<br />
+- random number between #</td>
</tr>
<tr class="odd">
<td>&lt;caster.l.z&gt;</td>
<td>Returns the Z coordinate of the caster</td>
</tr>
<tr class="even">
<td>&lt;caster.l.z.#&gt;</td>
<td>Returns the Z coordinate of the caster<br />
+- random number between #</td>
</tr>
<tr class="odd">
<td>&lt;caster.l.yaw&gt;</td>
<td>Returns the yaw of the caster</td>
</tr>
<tr class="even">
<td>&lt;caster.l.pitch&gt;</td>
<td>Returns the pitch of the caster</td>
</tr>
<tr class="odd">
<td>&lt;caster.stance&gt;</td>
<td>Returns the current stance of the caster</td>
</tr>
<tr class="even">
<td>&lt;caster.owner.name&gt;</td>
<td>Returns the name of the wolf's owner</td>
</tr>
<tr class="odd">
<td>&lt;caster.owner.uuid&gt;</td>
<td>Returns the uuid of the wolf's owner</td>
</tr>
</tbody>
</table>
| **Variable Placeholders (v4.6)** | **Function** |
|----------------------------------|-------------------------------------------------------------------------|
| &lt;caster.var.\[name\]&gt; | Returns the value of the variable \[name\] on the caster. |
| &lt;skill.var.\[name\]&gt; | Returns the value of the variable \[name\] on the current skill tree. |
| &lt;skill.var.damage-amount&gt; | Returns the amount of damage taken in the onDamaged trigger |
| &lt;skill.var.damage-type&gt; | Returns the type of damage taken as specified in a mechanic, aura, etc. |
<table>
<thead>
<tr class="header">
<th><strong>Target Placeholders</strong></th>
<th><strong>Function</strong></th>
</tr>
</thead>
<tbody>
<tr class="odd">
<td><em>These placeholders will return whatever targetselector has been used. For instance &lt;target.name&gt; + @NearestPlayer will return the name of the player closest to the casting mob.</em></td>
<td></td>
</tr>
<tr class="even">
<td>&lt;target.uuid&gt;</td>
<td>Returns the UUID of the target</td>
</tr>
<tr class="odd">
<td>&lt;target.name&gt;</td>
<td>Returns the name of the target</td>
</tr>
<tr class="even">
<td>&lt;target.hp&gt;</td>
<td>Returns the current hp of the target</td>
</tr>
<tr class="odd">
<td>&lt;target.threat&gt;</td>
<td>Returns the threat level of the target</td>
</tr>
<tr class="even">
<td>&lt;target.l.w&gt;</td>
<td>Returns the world name the target is in</td>
</tr>
<tr class="odd">
<td>&lt;target.l.x&gt;</td>
<td>Returns the X coordinate of the target</td>
</tr>
<tr class="even">
<td>&lt;target.l.x.#&gt;</td>
<td>Returns the X coordinate of the target<br />
+- random number between #</td>
</tr>
<tr class="odd">
<td>&lt;target.l.y&gt;</td>
<td>Returns the Y coordinate of the target</td>
</tr>
<tr class="even">
<td>&lt;target.l.y.#&gt;</td>
<td>Returns the Y coordinate of the target<br />
+- random number between #</td>
</tr>
<tr class="odd">
<td>&lt;target.l.z&gt;</td>
<td>Returns the Z coordinate of the target</td>
</tr>
<tr class="even">
<td>&lt;target.l.z.#&gt;</td>
<td>Returns the Z coordinate of the target<br />
+- random number between #</td>
</tr>
</tbody>
</table>
<table>
<thead>
<tr class="header">
<th><strong>Trigger Placeholders</strong></th>
<th><strong>Function</strong></th>
</tr>
</thead>
<tbody>
<tr class="odd">
<td>&lt;trigger.uuid&gt;</td>
<td>Returns the UUID of the person triggering the skill</td>
</tr>
<tr class="even">
<td>&lt;trigger.name&gt;</td>
<td>Returns the name of the person triggering the skill</td>
</tr>
<tr class="odd">
<td>&lt;trigger.hp&gt;</td>
<td>Returns the current hp of the person triggering the skill</td>
</tr>
<tr class="even">
<td>&lt;trigger.threat&gt;</td>
<td>Returns the threat level of the person triggering the skill</td>
</tr>
<tr class="odd">
<td>&lt;trigger.l.w&gt;</td>
<td>Returns the world name of the person triggering the skill</td>
</tr>
<tr class="even">
<td>&lt;trigger.l.x&gt;</td>
<td>Returns the X coordinate of the person triggering the skill</td>
</tr>
<tr class="odd">
<td>&lt;trigger.l.x.#&gt;</td>
<td>Returns the X coordinate of the person triggering the skill<br />
+- random number between #</td>
</tr>
<tr class="even">
<td>&lt;trigger.l.y&gt;</td>
<td>Returns the Y coordinate of the person triggering the skill</td>
</tr>
<tr class="odd">
<td>&lt;trigger.l.y.#&gt;</td>
<td>Returns the Y coordinate of the person triggering the skill<br />
+- random number between #</td>
</tr>
<tr class="even">
<td>&lt;trigger.l.z&gt;</td>
<td>Returns the Z coordinate of the person triggering the skill</td>
</tr>
<tr class="odd">
<td>&lt;trigger.l.z.#&gt;</td>
<td>Returns the Z coordinate of the person triggering the skill<br />
+- random number between #</td>
</tr>
</tbody>
</table>
Misc Placeholders
-----------------
| **Placeholder** | **Function** |
|-----------------------|-----------------------------------------------------|
| **Misc Placeholders** | |
| &lt;drops.xp&gt; | Returns the xp dropped via Heroes or SkillAPI mods |
| &lt;drops.money&gt; | Returns the money dropped through the vault plug-in |
Special Placeholders
--------------------
| **Placeholder** | **Function** |
|----------------------------------------|---------------------------------------------------------------------------|
| &lt;caster.score.objective&gt; | Returns the score of the caster from "objective" **(2.3)** |
| &lt;target.score.objective&gt; | Returns the targeters score from "objective" **(2.3)** |
| &lt;trigger.score.objective&gt; | Returns the score of the trigger from "objective" **(2.3)** |
| &lt;global.score.objective&gt; | Returns the global score from "objective" **(2.3)** |
| &lt;score.objective.dummyname&gt; | Returns the score of "dummyname" (fake player) from "objective" **(2.3)** |
| &lt;random.\#-\#&gt; <sup>(v4.6)</sup> | Returns a random number in the specified range |
Special Characters
------------------
| **Placeholder** | **Function** |
|-----------------|---------------------------------------|
| &lt;&co&gt; | Returns a colon (:) |
| &lt;&sq&gt; | Returns an apostrophe (') |
| &lt;&da&gt; | Returns a dash (-) |
| &lt;&bs&gt; | Returns a backslash (\\) |
| &lt;&fs&gt; | Returns a forward slash (/) |
| &lt;&sp&gt; | Returns a space |
| &lt;&cm&gt; | Returns a comma (,) |
| &lt;&sc&gt; | Returns a semicolon (;) |
| &lt;&eq&gt; | Returns an equals symbol \[=\] |
| &lt;&ss&gt; | Returns a section symbol (§) |
| &lt;&dq&gt; | Returns double quotes (") |
| &lt;&rb&gt; | Returns a right bracket (\]) |
| &lt;&lb&gt; | Returns a left bracket (\[) |
| &lt;&rc&gt; | Returns a right curly bracket (}) |
| &lt;&lc&gt; | Returns a left curly bracket ({) |
| &lt;&nl&gt; | Forces a new line |
| &lt;&heart&gt; | Returns a heart **(2.1.7)** |
| &lt;&skull&gt; | Returns a skull and bones **(2.1.7)** |
Color Codes
-----------
These color codes work anywhere in mob- and skill-files. They will even
properly format tellraw-commands used in command skills!
| **Code** | **Color** | **Code** | **Color** |
|----------|-------------|----------|----------------|
| &0 | Black | &B | Aqua |
| &1 | Dark Blue | &C | Red |
| &2 | Dark Green | &D | Light Purple |
| &3 | Dark Aqua | &E | Yellow |
| &4 | Dark Red | &F | White |
| &5 | Dark Purple | &K | Magic |
| &6 | Gold | &L | Bold |
| &7 | Gray | &M | Strike through |
| &8 | Dark Gray | &N | Underline |
| &9 | Blue | &O | Italic |
| &A | Green | &R | Reset |
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