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  • Mechanics: VFX

Mechanics: VFX · Changes

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Updated to R3 standards. authored May 24, 2023 by Lxlp's avatar Lxlp
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Mechanics:-VFX.md
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...@@ -15,29 +15,24 @@ Not only will you always get a spot to make your VFX colorable, but the assets a ...@@ -15,29 +15,24 @@ Not only will you always get a spot to make your VFX colorable, but the assets a
# Mechanic # Mechanic
## VFX ## VFX
Set the VFX of the mob. Set the VFX of the mob.
**This does not spawn the VFX immediately so you can edit its properties.** | Attribute | Aliases | Description | Default |
| Attribute | Aliases | Description | Default | |---|---|---|---|
|-----------|---------------|------------------------------------------|---------------------| | modelid | m, mid, model | The model id of the VFX | |
| modelid | m, mid, model | The model id of the VFX | | | partid | p, pid, part | The part id of the VFX | |
| partid | p, pid, part | The part id of the VFX | | | remove | r | Is this mechanic used for removing a VFX | false |
| remove | r | Is this mechanic used for removing a VFX | false | | radius | rad | The view radius of the VFX | base entity default |
| radius | rad | The view radius of the VFX | base entity default | | color | c | The color of the VFX | FFFFFF |
| color | c | The color of the VFX | FFFFFF | | enchant | en | If the VFX is enchanted | false |
| enchant | en | If the VFX is enchanted | false | | visible | v | If the VFX is visible | true |
| bvisible | bv | If the base entity of the VFX is visible. | false |
| autotick | at | Should the VFX update by itself<br>When enabled, the VFX would update location, pitch and yaw | false |
| autorange | ar | Should the VFX spawn/despawn automatically to player <br>based on distance | true |
### Example ### Example
`- vfx{m=knight;p=sword;en=true} @self ~onSpawn` `- vfx{m=knight;p=sword;en=true} @self ~onSpawn`
Apply the VFX to the entity executing the skill. In this case, it would be the sword from the knight model. Apply the VFX to the entity executing the skill. In this case, it would be the sword from the knight model.
*** ***
## Spawn
Spawn the VFX if the mob has a VFX.
### Example
`- vfxspawn{delay=20} @self ~onSpawn`
Show the VFX 1 second after spawning.
***
## Set Visibility ## Set Visibility
Control the visibility of the VFX. Control the visibility of the VFX.
| Attribute | Aliases | Description | Default | | Attribute | Aliases | Description | Default |
...@@ -75,7 +70,7 @@ Give the VFX an enchant glint 2 seconds after spawn. ...@@ -75,7 +70,7 @@ Give the VFX an enchant glint 2 seconds after spawn.
## Update Position ## Update Position
Update the position of the VFX. Update the position of the VFX.
**If you do not use this mechanic, your VFX would not move even after moving the base entity.** **If you do not use this mechanic, your VFX would not move even after moving the base entity if the autotick attribute was `false` on the original mechanic**
| Attribute | Aliases | Description | Default | | Attribute | Aliases | Description | Default |
|----------------|---------------|---------------------------------------|---------| |----------------|---------------|---------------------------------------|---------|
| ignorerotation | i, ir, ignore | Whether the VFX would also ignore yaw | false | | ignorerotation | i, ir, ignore | Whether the VFX would also ignore yaw | false |
...@@ -119,9 +114,6 @@ Reset the VFX rotation 2.5 seconds after spawn. ...@@ -119,9 +114,6 @@ Reset the VFX rotation 2.5 seconds after spawn.
Aim the VFX towards the target, where the forward direction in game is `North` in BlockBench. Aim the VFX towards the target, where the forward direction in game is `North` in BlockBench.
> Note: Be careful when using this mechanic together with `vfxrot`. `vfxpoint` would overwrite all previous rotation, while `vfxrot` only adds. > Note: Be careful when using this mechanic together with `vfxrot`. `vfxpoint` would overwrite all previous rotation, while `vfxrot` only adds.
| Attribute | Aliases | Description | Default |
|-----------|---------|------------------------------------------------------------------------------|---------|
| useyaw | y, yaw | Whether the rotation on Y axis would be using yaw or armor stand head angle. | true |
### Example ### Example
`- vfxpoint @PIR{r=16} ~onTimer:20` `- vfxpoint @PIR{r=16} ~onTimer:20`
Point towards the nearest player in a 16 block radius, updating every second. Point towards the nearest player in a 16 block radius, updating every second.
...@@ -136,4 +128,26 @@ Copy the rotation of a bone of the target. Useful for making a bone "leave" the ...@@ -136,4 +128,26 @@ Copy the rotation of a bone of the target. Useful for making a bone "leave" the
| partid | p, pid, part | The part id of the copied model | | | partid | p, pid, part | The part id of the copied model | |
### Example ### Example
`- vfxcopy{m=reaper;p=scythe} @parent ~onSpawn` `- vfxcopy{m=reaper;p=scythe} @parent ~onSpawn`
Copy the rotation of `scythe` bone from the parent's `reaper` model. Copy the rotation of `scythe` bone from the parent's `reaper` model.
\ No newline at end of file
***
## VFXObserver (vfxobs)
Manually set the target to see the vfx.
| Attribute | Aliases | Description | Default |
|---|---|---|---|
| remove | r | Hide from targets | false |
| force | f | Force the target to see the VFX | false |
### Example
`- vfxobs{r=true} @trigger ~onDamaged ?~isPlayer`
This will hide the vfx for any player that damaged the entity
***
## VFXChangeModel
Change the model of the VFX. The armor stand holding the VFX would change size if the VFX uses a different size.
| Attribute | Aliases | Description | Default |
|---|---|---|---|
| modelid | m, mid, model | The model id of the new VFX model | |
| partid | p, pid, part | The part id of the new VFX model | |
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