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ModelPart · Changes

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wiki standardization authored Oct 21, 2024 by Lxlp's avatar Lxlp
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## Description
Targets the location of a specific part of the specified model applied on the casting modeled entity
## Attributes
| Attribute | Aliases | Description | Default |
|-----------|-----------|----------------------------------------------------------------------|---------|
| modelid | model, mid, m | The id of the model of the modeled entity to check against | |
| partid | part, pid, p | The id of the bone whose location you wish to target | |
| offset | off, o | The type of the Offset. Can be `LOCAL`, `MODEL`, `GLOBAL` | LOCAL |
| x | | The offset in the X axis | 0 |
| y | | The offset in the Y axis | 0 |
| z | | The offset in the Z axis | 0 |
| location | loc, l, coordinates, c | The offset on all three axis, in the `x,y,z` format. <br>If not set, the normal x, y and z attributes will be used instead. | |
| exactmatch| exact, match, em | Does the part need to match the partid completely<br>If set to false, this will get the location of all bones whose id contains the specified one<br>*Example: pid=arm;em=false*<br>This will target **both** leftarm and rightarm | true |
| scale | sc, s | If the offset should scale with the model's scale. This works by multiplying the offset by the value of the model's scale| true|
### Offset Attribute
> Note: Depending on how you made your model, each axis might not represent the same direction as stated here.
> In this scenario, Z-axis is forward/backward, X-axis is right/left, and Y-axis is up/down.
#### Local
This mode would get the offset based on the bone's rotation.
Let's say we have a humanoid model who holds a gun. To get where the barrel is pointing at, we can use this mode with a positive Z offset.
#### Model
This mode would get the offset based on the model's rotation.
Essentially, this is the `Forward` targeter from MythicMobs, with the added benefit of starting from the location of the selected bone.
#### Global
This mode just uses Minecraft's world axis to calculate the offset.
Same as `Model` mode, this just has the benefit of starting from the selected bone, instead of the base of the mob.
## Examples
This will damage every entity near a specific part of the modeled entity
```yaml
ExampleSkill1:
Skills:
- skill{s=[
- damage{a=20} @LivingNearTargetLocation{r=2}
]} @modelpart{mid=your_model;pid=boneid}
```
##
This will let a projectile be launched from a specific part of the modeled entity
```yaml
ExampleSkill:
Skills:
- projectile{
...;
origin=@modelpart{mid=your_model;pid=boneid;location=0,1,0};
fromorigin=true
} @target
```
\ No newline at end of file
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