Skip to content

GitLab

  • Projects
  • Groups
  • Snippets
  • Help
    • Loading...
  • Help
    • Help
    • Support
    • Community forum
    • Submit feedback
    • Contribute to GitLab
  • Sign in
Model Engine 4 Model Engine 4
  • Project overview
    • Project overview
    • Details
    • Activity
  • Issues 111
    • Issues 111
    • List
    • Boards
    • Labels
    • Service Desk
    • Milestones
  • Wiki
    • Wiki
  • Snippets
    • Snippets
  • Members
    • Members
  • Activity
  • Create a new issue
  • Issue Boards
Collapse sidebar
  • MythicCraft
  • Model Engine 4Model Engine 4
  • Wiki
    • Skills
    • Mechanics
  • RemapModel

RemapModel · Changes

Page history
wiki standardization authored Oct 21, 2024 by Lxlp's avatar Lxlp
Hide whitespace changes
Inline Side-by-side
Showing with 1 addition and 1 deletion
+1 -1
  • Skills/Mechanics/RemapModel.md Skills/Mechanics/RemapModel.md +1 -1
  • No files found.
Skills/Mechanics/RemapModel.md 0 → 100644
View page @ 058ef9f7
[< Back to mechanic page](/Skills/Mechanics)
## Description
Remap a new model to the current model, part by part.<br>
This is useful for doing "phase change" of a model if both model shares the same structure.
Where instead removing the model and adding a new one, this method would just replace the
bone models of the current model.<br>
If a part is not found, it will remain unchanged.
## Attributes
| Attribute | Aliases | Description | Type | Default |
|------------|------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|--------|---------|
| modelid | m, mid, model | Targeted model | String | |
| newmodelid | n, nid, newmodel | The model being used to remap the targeted model | String | |
| map | | The model used to map newmodel to model.<br>If this is set, all bones (including ghost bones) will be used to map the model.<br> Otherwise, newmodel would be used and only renderer bones are used. | String | |
## Examples
#### Boss enrage under 50% HP:
This will change the model into its enraged counterpart when its HP is under 50%.
```yaml
Skills:
- model{m=boss} @self ~onSpawn
- remapmodel{m=boss;n=boss_enraged} @self ~onDamaged =50%
```
---
#### Equipment change on signal:
When receiving a signal, the mob will use the equipment model to remap its model using the mapping of a specific set of equipment.<br>
In this scenario, let's assume `boss_equipment` contains a full set of diamond gear for the model `boss`, and `boss_upper_body`
contains ghost bones that matches the `helmet`, `chestplate` and `sword` of `boss_equipment`.<br>
After remapping, the boss will have a new helmet, chestplate and sword model, but not leggings and boots.
```yaml
Skills:
- model{m=boss} @self ~onSpawn
- remapmodel{m=boss;n=boss_equipment;map=boss_upper_body} @self ~onSignal:UPPER_BODY
```
## Aliases
- [x] remap
\ No newline at end of file
Clone repository
Home
FAQ / Common Issues
Commands & Permissions
Configuration

Modeling
  • Creating a Model
    • Hitbox & Eye Height
    • Shadow
  • Bone Behaviors
  • Animating a Model
  • Importing a Model
  • Scriptable Keyframes
  • Optional Tools
MythicMobs
  • Mechanics
  • Conditions
  • Targeters
Citizens (R4.0.4)
  • Trait
  • Commands & Permissions

API
  • Basic
    • Apply / Remove Model
    • Play / Stop Animation
    • Configure Bone Behaviors
    • Mounting / Dismounting Model
    • Per-Player Model
    • Events
  • Advanced
    • Custom Base Entity
    • Custom Mount Controller
    • Custom Importer
    • Custom Bone Behaviors
    • Custom Script Reader
    • Custom Timeline
    • Custom Animation Handler
    • Custom Render Type

Technical
  • Terminology
  • Animation Systems
  • Mount Controllers
Promotional Material