MythicMobs issueshttps://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues2020-08-30T08:44:08Zhttps://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/35Upgrade shield mechanic2020-08-30T08:44:08ZTheAnonimUpgrade shield mechanic**Summary**
New option for Shield mechanic: decreasetime - should the shield decrease and when shield will disappear in ticks
**Usage**
To give users temp shields that will decrease after a while
**Value**
Bigger mechanic usage
**Priority**
3/10. Not very important but would be cool.**Summary**
New option for Shield mechanic: decreasetime - should the shield decrease and when shield will disappear in ticks
**Usage**
To give users temp shields that will decrease after a while
**Value**
Bigger mechanic usage
**Priority**
3/10. Not very important but would be cool.https://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/117Piglin with custom trades2020-10-01T20:08:55ZDerzhaPiglin with custom trades**Summary**
Customization of piglin drop trades.
**Usage**
Options to choose item to use in trades and rewards.
**Value**
Take advantage of the mechanics that piglins provide in 1.16.
**Priority**
Medium, but i can say that all of us want to have it.
**Implementation**
Similar to how villagers are customized but it works by %, using piglins system**Summary**
Customization of piglin drop trades.
**Usage**
Options to choose item to use in trades and rewards.
**Value**
Take advantage of the mechanics that piglins provide in 1.16.
**Priority**
Medium, but i can say that all of us want to have it.
**Implementation**
Similar to how villagers are customized but it works by %, using piglins systemhttps://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/124Feature Request: Cast Bar Color option2020-10-13T11:57:02ZTrinity VegaFeature Request: Cast Bar Color optionThough the light blue is a nice color, I would like to change the cast bar color to something else if I wanted to. Is there a way we can add this please? <3![2020-10-02_14.45.04](/uploads/baac0d1e35c73d7aca63beddbba4f2a7/2020-10-02_14.45.04.png)Though the light blue is a nice color, I would like to change the cast bar color to something else if I wanted to. Is there a way we can add this please? <3![2020-10-02_14.45.04](/uploads/baac0d1e35c73d7aca63beddbba4f2a7/2020-10-02_14.45.04.png)https://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/155Add commas in <caster.hp> suggestion2020-11-26T01:04:05ZJohnnnnnnnyAdd commas in <caster.hp> suggestion**Summary**
With <caster.hp> and <caster.mhp> pr anything in general that displays health, to add commas into it. For example 1,000,000 instead of 1000000
**Usage**
It would be used in any way that its used already
**Value**
Its a general quality of life change as its easier to read and it also looks alot more professional and tidy.
**Priority**
It is not very serious, so I would say low priority as its not needed in an instant.
**Implementation**
I dont know how to explain this for this suggestion, it seems pretty straight forward to undeestand what it does anyway.**Summary**
With <caster.hp> and <caster.mhp> pr anything in general that displays health, to add commas into it. For example 1,000,000 instead of 1000000
**Usage**
It would be used in any way that its used already
**Value**
Its a general quality of life change as its easier to read and it also looks alot more professional and tidy.
**Priority**
It is not very serious, so I would say low priority as its not needed in an instant.
**Implementation**
I dont know how to explain this for this suggestion, it seems pretty straight forward to undeestand what it does anyway.https://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/240Add a hitTransparentBlocks option to the projectile mechanic (and other mecha...2020-12-25T03:23:27ZGrumblinAdd a hitTransparentBlocks option to the projectile mechanic (and other mechanics)**Summary**
Currently, you can't hit a select few blocks based on the opacity of a block; this option would allow for mechanics to hit those blocks.
A link to all the blocks this would effect - https://cdn.discordapp.com/attachments/738651619071230033/791866269216800768/unknown.png
**Usage**
It would be an attribute for, at least, the projectile mechanic.
**Value**
Gives more options for blocks to be hit by mechanics.
**Priority**
Low, I don't think this would be massively used, but it would be very nice to have.**Summary**
Currently, you can't hit a select few blocks based on the opacity of a block; this option would allow for mechanics to hit those blocks.
A link to all the blocks this would effect - https://cdn.discordapp.com/attachments/738651619071230033/791866269216800768/unknown.png
**Usage**
It would be an attribute for, at least, the projectile mechanic.
**Value**
Gives more options for blocks to be hit by mechanics.
**Priority**
Low, I don't think this would be massively used, but it would be very nice to have.https://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/279More options for breedable Mythicmobs2021-01-30T09:14:09ZrealflamegirlMore options for breedable Mythicmobs**Summary**
Currently, if a MythicMob using say, sheep ai breeds with another Mythicmob of the same type, the resulting baby is just a normal sheep. It would be nice if it could be set to become a designated mob instead. It'd also be cool if the breeding requirements could be changed.
**Usage**
Mythicmobs can reproduce.
**Value**
People can actually breed Mythicmobs. This opens up options for mobs that people want to make more of, like farm animals.
**Priority**
Medium. A useful mechanic but not going to break the plugin if not added.
**Implementation**
A mechanic and trigger? The breed mechanic could ask for how many mobs required to be in a certain state, the type of mob to spawn, how many to spawn, and xp. When they breed successfully they do the usual walk into each other's faces and a mob pops out in the middle.
The trigger could just be an onInteract with the requirement of a certain item being held, and once used taken away from the inventory and state set to breeding for a specified time. But at the moment the onclick mechanic can't remove the required item from a player's inventory. Going to make that another suggestion post.**Summary**
Currently, if a MythicMob using say, sheep ai breeds with another Mythicmob of the same type, the resulting baby is just a normal sheep. It would be nice if it could be set to become a designated mob instead. It'd also be cool if the breeding requirements could be changed.
**Usage**
Mythicmobs can reproduce.
**Value**
People can actually breed Mythicmobs. This opens up options for mobs that people want to make more of, like farm animals.
**Priority**
Medium. A useful mechanic but not going to break the plugin if not added.
**Implementation**
A mechanic and trigger? The breed mechanic could ask for how many mobs required to be in a certain state, the type of mob to spawn, how many to spawn, and xp. When they breed successfully they do the usual walk into each other's faces and a mob pops out in the middle.
The trigger could just be an onInteract with the requirement of a certain item being held, and once used taken away from the inventory and state set to breeding for a specified time. But at the moment the onclick mechanic can't remove the required item from a player's inventory. Going to make that another suggestion post.https://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/371Option to make trident unlootable when using the skill -shoot-2022-02-12T08:14:36ZThibault AIELLOOption to make trident unlootable when using the skill -shoot-**Summary**
Adding an option to make it possible for the shoot projectile to be UNLOOTABLE (Like Trident for example, it is a way to duplicate them)
**Usage**
Allow players to use the shoot skill without worrying about duping trident or others projectiles
**Value**
Disallowing dupe on server
**Priority**
MORE THAN HIGH, because it is obvious i can't use the shoot skill with a trident if it dupes the trident and i can loot it.
**Implementation**
an option : loot=true in the
- shoot{type=TRIDENT;damage=2;ontick=Slowtrident-Tick;onhit=Slowtrident-Hit;v=1;poweraffectsvelocity=false} @Forward{f=10;y=1.0}**Summary**
Adding an option to make it possible for the shoot projectile to be UNLOOTABLE (Like Trident for example, it is a way to duplicate them)
**Usage**
Allow players to use the shoot skill without worrying about duping trident or others projectiles
**Value**
Disallowing dupe on server
**Priority**
MORE THAN HIGH, because it is obvious i can't use the shoot skill with a trident if it dupes the trident and i can loot it.
**Implementation**
an option : loot=true in the
- shoot{type=TRIDENT;damage=2;ontick=Slowtrident-Tick;onhit=Slowtrident-Hit;v=1;poweraffectsvelocity=false} @Forward{f=10;y=1.0}https://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/385Parrots Mobs change to vanilla when they sit on the shoulder2021-04-18T20:06:56ZTyeodorParrots Mobs change to vanilla when they sit on the shoulder**Summary**
I was trying to use a parrot as a mob that has a model applied via ModelEngine and wanted to test how it works. During testing I recognized several problems.
I created a basic Mob that had a Model applied via - model mechanic. The mob works fine. It also works to tame it etc. The issue comes in when it mounts your shoulder. The mob type gets completely removed and the model has a dying animation. After this you have a vanilla parrot sitting on your shoulder. When this parrot now leaves your shoulder it becomes invisible. Checking the Data of the entity showed that although the majority of the tags are from the parrot I have in my vanillamobs.yml the mob still has tags like "modelengoine:models": "nameofthemodel" and some others that are not in the vanillamobs.yml. So basically the mob with the model applied becomes an mixture that is invisible but beside this has most of the tags of the parrot defined in the vanillamobs.yml.
I spawned the testparrot. As long as it is just mounted mm find this mob and displays the correct information. When the mob mounts my shoulder MM cannot find it anymore as an active mm mob, the model makes a death animation, and I have a vanilla parrot sitting on my shoulder.
This is the entity before it mounted my shoulder
Gnome Lvl - 1 has the following entity data: {Paper.SpawnReason: "CUSTOM", DeathTime: 0s, BukkitValues: {"modelengine:models": "gnom"}, Bukkit.updateLevel: 2, LeftHanded: 0b, OnGround: 1b, AbsorptionAmount: 0.0f, Paper.Origin: [1017.0583745613741d, 75.0d, 1708.2927848897968d], Sitting: 0b, AgeLocked: 0b, Attributes: [{Name: "minecraft:generic.follow_range", Modifiers: [{Name: "Random spawn bonus", Amount: -0.047236200273276026d, Operation: 1, UUID: [I; 290362918, -392475371, -1730965421, 465555250]}], Base: 25.0d}, {Name: "minecraft:generic.max_health", Base: 15.0d}, {Name: "minecraft:generic.movement_speed", Base: 0.20000000298023224d}], Purpur.ticksSinceLastInteraction: 72, Invulnerable: 0b, Brain: {memories: {}}, Owner: [I; 177539912, -1655029154, -1531197609, 1866396126], Age: 0, Bukkit.Aware: 1b, ActiveEffects: [{Duration: 2147483488, ShowIcon: 0b, Ambient: 0b, ShowParticles: 0b, Id: 14b, Amplifier: 0b}], HandDropChances: [0.0f, 0.0f], ArmorDropChances: [0.0f, 0.0f, 0.0f, 0.0f], Rotation: [-268.65942f, -40.0f], HurtByTimestamp: 0, ForcedAge: 0, WorldUUIDMost: -1728590186987110228L, CustomName: '{"extra":[{"bold":false,"italic":false,"underlined":false,"strikethrough":false,"obfuscated":false,"color":"dark_gray","text":"Gnome "},{"italic":false,"color":"gold","text":"Lvl "},{"italic":false,"color":"gray","text":"- "},{"italic":false,"color":"green","text":" 1"}],"text":""}', ArmorItems: [{}, {}, {}, {}], HandItems: [{}, {}], Air: 300s, UUID: [I; 1802379442, 167723782, -2133466741, 314516336], Spigot.ticksLived: 159, Variant: 2, InLove: 0, FallDistance: 0.0f, WorldUUIDLeast: -7518284901149484164L, Motion: [0.0d, -0.0784000015258789d, 0.0d], Pos: [1016.7236352786236d, 75.0d, 1708.2927848897968d], Fire: -1s, CanPickUpLoot: 0b, Health: 15.0f, HurtTime: 0s, FallFlying: 0b, PersistenceRequired: 1b, PortalCooldown: 0}
And this is the invisible Parrot
Papagei Lvl - 1 has the following entity data: {Paper.SpawnReason: "CUSTOM", DeathTime: 0s, BukkitValues: {"modelengine:models": "gnom"}, Bukkit.updateLevel: 2, LeftHanded: 0b, OnGround: 1b, AbsorptionAmount: 0.0f, Paper.Origin: [1017.0583745613741d, 75.0d, 1708.2927848897968d], Sitting: 0b, AgeLocked: 0b, Attributes: [{Name: "minecraft:generic.follow_range", Modifiers: [{Name: "Random spawn bonus", Amount: -0.047236200273276026d, Operation: 1, UUID: [I; 290362918, -392475371, -1730965421, 465555250]}], Base: 25.0d}, {Name: "minecraft:generic.max_health", Base: 10.0d}, {Name: "minecraft:generic.movement_speed", Base: 0.20000000298023224d}], Purpur.ticksSinceLastInteraction: 613, Invulnerable: 0b, Brain: {memories: {}}, Owner: [I; 177539912, -1655029154, -1531197609, 1866396126], Age: 0, Bukkit.Aware: 1b, ActiveEffects: [{Duration: 2147482947, ShowIcon: 0b, Ambient: 0b, ShowParticles: 0b, Id: 14b, Amplifier: 0b}], HandDropChances: [0.0f, 0.0f], ArmorDropChances: [0.0f, 0.0f, 0.0f, 0.0f], Rotation: [225.0087f, 0.0f], HurtByTimestamp: 0, ForcedAge: 0, WorldUUIDMost: -1728590186987110228L, CustomName: '{"extra":[{"bold":false,"italic":false,"underlined":false,"strikethrough":false,"obfuscated":false,"color":"green","text":"Papagei "},{"italic":false,"color":"gold","text":"Lvl "},{"italic":false,"color":"gray","text":"- "},{"italic":false,"color":"green","text":" 1"}],"text":""}', ArmorItems: [{}, {}, {}, {}], HandItems: [{}, {}], Air: 300s, UUID: [I; 1802379442, 167723782, -2133466741, 314516336], Spigot.ticksLived: 700, Variant: 2, InLove: 0, FallDistance: 0.0f, WorldUUIDLeast: -7518284901149484164L, Motion: [0.0d, -0.0784000015258789d, 0.0d], Pos: [1014.1876906688036d, 75.0d, 1708.304300462545d], Fire: -1s, CanPickUpLoot: 0b, Health: 10.0f, HurtTime: 0s, FallFlying: 0b, PersistenceRequired: 1b, PortalCooldown: 0}
You can see that it still has tags from the mob before applied but beside this the mob is an invisible vanillamobs.yml mob as an reference I also post the vanilla parrot entity:
Papagei Lvl - 1 has the following entity data: {Paper.SpawnReason: "NATURAL", DeathTime: 0s, Bukkit.updateLevel: 2, LeftHanded: 0b, OnGround: 0b, AbsorptionAmount: 0.0f, AgeLocked: 0b, Attributes: [{Name: "minecraft:generic.follow_range", Modifiers: [{Name: "Random spawn bonus", Amount: -0.008934250445841552d, Operation: 1, UUID: [I; -320336383, 1872904515, -1536277168, -351742328]}], Base: 16.0d}, {Name: "minecraft:generic.max_health", Base: 10.0d}, {Name: "minecraft:generic.movement_speed", Base: 0.20000000298023224d}], Purpur.ticksSinceLastInteraction: 59, Invulnerable: 0b, Brain: {memories: {}}, Paper.Origin: [1008.5129934888753d, 75.0d, 1711.5159699861476d], Sitting: 0b, Age: 0, Bukkit.Aware: 1b, HandDropChances: [0.0f, 0.0f], ArmorDropChances: [0.0f, 0.0f, 0.0f, 0.0f], Rotation: [129.3695f, -27.93275f], HurtByTimestamp: 0, ForcedAge: 0, WorldUUIDMost: -1728590186987110228L, CustomName: '{"extra":[{"bold":false,"italic":false,"underlined":false,"strikethrough":false,"obfuscated":false,"color":"green","text":"Papagei "},{"italic":false,"color":"gold","text":"Lvl "},{"italic":false,"color":"gray","text":"- "},{"italic":false,"color":"green","text":" 1"}],"text":""}', ArmorItems: [{}, {}, {}, {}], HandItems: [{}, {}], Air: 236s, UUID: [I; 1413325208, -668906757, -1745126506, 656000935], Variant: 2, Spigot.ticksLived: 59, InLove: 0, FallDistance: 0.0f, NoGravity: 1b, WorldUUIDLeast: -7518284901149484164L, Motion: [-0.036652896573097365d, 0.05994746709137886d, -0.02227980747543884d], Pos: [1008.4509366761936d, 75.20262688933508d, 1711.2888312808784d], Fire: -1s, CanPickUpLoot: 0b, Health: 10.0f, HurtTime: 0s, FallFlying: 0b, PersistenceRequired: 1b, PortalCooldown: 0}
You can see that it has way fewer tags than the unit that mm created.
To ensure that the model is not the problem I also made the same test with a mob that only had a customname + mobtype parrot. I encountered the exact same thing beside that in that case the parrot was not invisible, but beside this everything was the same thing.
**Steps to reproduce**
https://pastebin.com/3Lxbxpr7 testparrot file
https://pastebin.com/9e3WCxzg parrot mob out of vanillamobs.yml
Create a file with a mob that has the type parrot and a model applied via meg.
When the mob gets tamed and mounts your shoulder the model dies and the mob vanished form the mm mob list.
When you move the parrot will leave your shoulder and is invisible.
You can do the same thing with a mob without a model applied and you only have the difference that the mob is not invisible.
**Current behavior**
The original mob gets removed and replaced with a vanilla mob that has the exact same uuid but different tags. If the mob had a model applied it becomes also invisible afterwards.
**Intended correct behavior**
The mob should stay the same after he mounts the shoulder and also should keep the skin etc.
**Proposed fixes**
The parrots changed the type when it mounts the shoulder. It is not anymore a normal entity while it is mounted. Probably there is a mistake when the data get applied back to the entity when it leaves the shoulder.**Summary**
I was trying to use a parrot as a mob that has a model applied via ModelEngine and wanted to test how it works. During testing I recognized several problems.
I created a basic Mob that had a Model applied via - model mechanic. The mob works fine. It also works to tame it etc. The issue comes in when it mounts your shoulder. The mob type gets completely removed and the model has a dying animation. After this you have a vanilla parrot sitting on your shoulder. When this parrot now leaves your shoulder it becomes invisible. Checking the Data of the entity showed that although the majority of the tags are from the parrot I have in my vanillamobs.yml the mob still has tags like "modelengoine:models": "nameofthemodel" and some others that are not in the vanillamobs.yml. So basically the mob with the model applied becomes an mixture that is invisible but beside this has most of the tags of the parrot defined in the vanillamobs.yml.
I spawned the testparrot. As long as it is just mounted mm find this mob and displays the correct information. When the mob mounts my shoulder MM cannot find it anymore as an active mm mob, the model makes a death animation, and I have a vanilla parrot sitting on my shoulder.
This is the entity before it mounted my shoulder
Gnome Lvl - 1 has the following entity data: {Paper.SpawnReason: "CUSTOM", DeathTime: 0s, BukkitValues: {"modelengine:models": "gnom"}, Bukkit.updateLevel: 2, LeftHanded: 0b, OnGround: 1b, AbsorptionAmount: 0.0f, Paper.Origin: [1017.0583745613741d, 75.0d, 1708.2927848897968d], Sitting: 0b, AgeLocked: 0b, Attributes: [{Name: "minecraft:generic.follow_range", Modifiers: [{Name: "Random spawn bonus", Amount: -0.047236200273276026d, Operation: 1, UUID: [I; 290362918, -392475371, -1730965421, 465555250]}], Base: 25.0d}, {Name: "minecraft:generic.max_health", Base: 15.0d}, {Name: "minecraft:generic.movement_speed", Base: 0.20000000298023224d}], Purpur.ticksSinceLastInteraction: 72, Invulnerable: 0b, Brain: {memories: {}}, Owner: [I; 177539912, -1655029154, -1531197609, 1866396126], Age: 0, Bukkit.Aware: 1b, ActiveEffects: [{Duration: 2147483488, ShowIcon: 0b, Ambient: 0b, ShowParticles: 0b, Id: 14b, Amplifier: 0b}], HandDropChances: [0.0f, 0.0f], ArmorDropChances: [0.0f, 0.0f, 0.0f, 0.0f], Rotation: [-268.65942f, -40.0f], HurtByTimestamp: 0, ForcedAge: 0, WorldUUIDMost: -1728590186987110228L, CustomName: '{"extra":[{"bold":false,"italic":false,"underlined":false,"strikethrough":false,"obfuscated":false,"color":"dark_gray","text":"Gnome "},{"italic":false,"color":"gold","text":"Lvl "},{"italic":false,"color":"gray","text":"- "},{"italic":false,"color":"green","text":" 1"}],"text":""}', ArmorItems: [{}, {}, {}, {}], HandItems: [{}, {}], Air: 300s, UUID: [I; 1802379442, 167723782, -2133466741, 314516336], Spigot.ticksLived: 159, Variant: 2, InLove: 0, FallDistance: 0.0f, WorldUUIDLeast: -7518284901149484164L, Motion: [0.0d, -0.0784000015258789d, 0.0d], Pos: [1016.7236352786236d, 75.0d, 1708.2927848897968d], Fire: -1s, CanPickUpLoot: 0b, Health: 15.0f, HurtTime: 0s, FallFlying: 0b, PersistenceRequired: 1b, PortalCooldown: 0}
And this is the invisible Parrot
Papagei Lvl - 1 has the following entity data: {Paper.SpawnReason: "CUSTOM", DeathTime: 0s, BukkitValues: {"modelengine:models": "gnom"}, Bukkit.updateLevel: 2, LeftHanded: 0b, OnGround: 1b, AbsorptionAmount: 0.0f, Paper.Origin: [1017.0583745613741d, 75.0d, 1708.2927848897968d], Sitting: 0b, AgeLocked: 0b, Attributes: [{Name: "minecraft:generic.follow_range", Modifiers: [{Name: "Random spawn bonus", Amount: -0.047236200273276026d, Operation: 1, UUID: [I; 290362918, -392475371, -1730965421, 465555250]}], Base: 25.0d}, {Name: "minecraft:generic.max_health", Base: 10.0d}, {Name: "minecraft:generic.movement_speed", Base: 0.20000000298023224d}], Purpur.ticksSinceLastInteraction: 613, Invulnerable: 0b, Brain: {memories: {}}, Owner: [I; 177539912, -1655029154, -1531197609, 1866396126], Age: 0, Bukkit.Aware: 1b, ActiveEffects: [{Duration: 2147482947, ShowIcon: 0b, Ambient: 0b, ShowParticles: 0b, Id: 14b, Amplifier: 0b}], HandDropChances: [0.0f, 0.0f], ArmorDropChances: [0.0f, 0.0f, 0.0f, 0.0f], Rotation: [225.0087f, 0.0f], HurtByTimestamp: 0, ForcedAge: 0, WorldUUIDMost: -1728590186987110228L, CustomName: '{"extra":[{"bold":false,"italic":false,"underlined":false,"strikethrough":false,"obfuscated":false,"color":"green","text":"Papagei "},{"italic":false,"color":"gold","text":"Lvl "},{"italic":false,"color":"gray","text":"- "},{"italic":false,"color":"green","text":" 1"}],"text":""}', ArmorItems: [{}, {}, {}, {}], HandItems: [{}, {}], Air: 300s, UUID: [I; 1802379442, 167723782, -2133466741, 314516336], Spigot.ticksLived: 700, Variant: 2, InLove: 0, FallDistance: 0.0f, WorldUUIDLeast: -7518284901149484164L, Motion: [0.0d, -0.0784000015258789d, 0.0d], Pos: [1014.1876906688036d, 75.0d, 1708.304300462545d], Fire: -1s, CanPickUpLoot: 0b, Health: 10.0f, HurtTime: 0s, FallFlying: 0b, PersistenceRequired: 1b, PortalCooldown: 0}
You can see that it still has tags from the mob before applied but beside this the mob is an invisible vanillamobs.yml mob as an reference I also post the vanilla parrot entity:
Papagei Lvl - 1 has the following entity data: {Paper.SpawnReason: "NATURAL", DeathTime: 0s, Bukkit.updateLevel: 2, LeftHanded: 0b, OnGround: 0b, AbsorptionAmount: 0.0f, AgeLocked: 0b, Attributes: [{Name: "minecraft:generic.follow_range", Modifiers: [{Name: "Random spawn bonus", Amount: -0.008934250445841552d, Operation: 1, UUID: [I; -320336383, 1872904515, -1536277168, -351742328]}], Base: 16.0d}, {Name: "minecraft:generic.max_health", Base: 10.0d}, {Name: "minecraft:generic.movement_speed", Base: 0.20000000298023224d}], Purpur.ticksSinceLastInteraction: 59, Invulnerable: 0b, Brain: {memories: {}}, Paper.Origin: [1008.5129934888753d, 75.0d, 1711.5159699861476d], Sitting: 0b, Age: 0, Bukkit.Aware: 1b, HandDropChances: [0.0f, 0.0f], ArmorDropChances: [0.0f, 0.0f, 0.0f, 0.0f], Rotation: [129.3695f, -27.93275f], HurtByTimestamp: 0, ForcedAge: 0, WorldUUIDMost: -1728590186987110228L, CustomName: '{"extra":[{"bold":false,"italic":false,"underlined":false,"strikethrough":false,"obfuscated":false,"color":"green","text":"Papagei "},{"italic":false,"color":"gold","text":"Lvl "},{"italic":false,"color":"gray","text":"- "},{"italic":false,"color":"green","text":" 1"}],"text":""}', ArmorItems: [{}, {}, {}, {}], HandItems: [{}, {}], Air: 236s, UUID: [I; 1413325208, -668906757, -1745126506, 656000935], Variant: 2, Spigot.ticksLived: 59, InLove: 0, FallDistance: 0.0f, NoGravity: 1b, WorldUUIDLeast: -7518284901149484164L, Motion: [-0.036652896573097365d, 0.05994746709137886d, -0.02227980747543884d], Pos: [1008.4509366761936d, 75.20262688933508d, 1711.2888312808784d], Fire: -1s, CanPickUpLoot: 0b, Health: 10.0f, HurtTime: 0s, FallFlying: 0b, PersistenceRequired: 1b, PortalCooldown: 0}
You can see that it has way fewer tags than the unit that mm created.
To ensure that the model is not the problem I also made the same test with a mob that only had a customname + mobtype parrot. I encountered the exact same thing beside that in that case the parrot was not invisible, but beside this everything was the same thing.
**Steps to reproduce**
https://pastebin.com/3Lxbxpr7 testparrot file
https://pastebin.com/9e3WCxzg parrot mob out of vanillamobs.yml
Create a file with a mob that has the type parrot and a model applied via meg.
When the mob gets tamed and mounts your shoulder the model dies and the mob vanished form the mm mob list.
When you move the parrot will leave your shoulder and is invisible.
You can do the same thing with a mob without a model applied and you only have the difference that the mob is not invisible.
**Current behavior**
The original mob gets removed and replaced with a vanilla mob that has the exact same uuid but different tags. If the mob had a model applied it becomes also invisible afterwards.
**Intended correct behavior**
The mob should stay the same after he mounts the shoulder and also should keep the skin etc.
**Proposed fixes**
The parrots changed the type when it mounts the shoulder. It is not anymore a normal entity while it is mounted. Probably there is a mistake when the data get applied back to the entity when it leaves the shoulder.https://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/395@Tag= Targeter2021-05-15T10:43:18ZYipsters@Tag= TargeterAn @Tag= Targeter to help people that aren't as adept with Mythic Mobs yet, but have some knowledge of commands.
Describe your suggestion in detail.
It would simply be used as a targeter for people that aren't as adept with Mythic Mobs
Describe how your suggestion would be used.
It helps newbies
Describe what value your suggestion adds to the project.
Seems like something that would be really low priority because you guys seems to like making things less reliant on commands each update
Describe what priority you think this suggestion should have and why.
Just added as another targeter
Describe how you think your suggestion should be implemented.An @Tag= Targeter to help people that aren't as adept with Mythic Mobs yet, but have some knowledge of commands.
Describe your suggestion in detail.
It would simply be used as a targeter for people that aren't as adept with Mythic Mobs
Describe how your suggestion would be used.
It helps newbies
Describe what value your suggestion adds to the project.
Seems like something that would be really low priority because you guys seems to like making things less reliant on commands each update
Describe what priority you think this suggestion should have and why.
Just added as another targeter
Describe how you think your suggestion should be implemented.https://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/402Possible addictions for "Inside" condition and "shoot" skill2021-12-29T06:27:17ZHivanePossible addictions for "Inside" condition and "shoot" skill
1) Implementation of an attribute for the condition "Inside" (https://www.mythicmobs.net/manual/doku.php/conditions/inside) that tells you the maximum height in which the condition can considered as true:
2) Implementation of two attributes/options related to the "shoot" skill (https://www.mythicmobs.net/manual/doku.php/skills/mechanics/shoot), which are: 1. an option that makes the caster to shoot an arrow on fire; 2. an option that makes the caster to shoot a tipped arrow/spectral arrow.
Describe your suggestion in detail.
1) For example"Inside{y=10}" would mean that the mob doesn't have a block above him for 10 units, and therefore the condition is true; while if there is a block at 9 units, the condition then is considered as false. Since this condition has also its alter-ego "Outside", it could be made the same thing for it too.
2) The concept of this one is simple:
- To make the caster able to shoot an arrow on fire it could be either added as a different type of projectile, or as an attribute
(Example: flame=boolean)
- To make the caster able to shoot a tipped arrow, maybe you could add an attribute, that of course would work only if the projectile
is an arrow, which makes you decide which type of tipped arrow the caster should shoot (Example: potionarrow=poison; this would
make the caster able to shoot a poison arrow; another Example: potionarrow=glowing would make the caster able to shoot a spectral
arrow)
Describe how your suggestion would be used.
Describe what value your suggestion adds to the project.
The suggestion (1) could let the person able to set up a skill that activates only when the mob doesn't have any block above him in the specific amount of units/height checked.
Personally I would really like for it to be added so that I can use it as a condition for a skill based on the usage of fireworks: How it would work is that the mob launches a firework to warn/ask for assistance to mobs of the same faction. If I would put the condition as it is right now, it would work like this: Lets suppose the mob in a specific instant is at coordinates x=10;y=80;z=20... If at x=10; *y=200*;z=20 there is a block, then the skill would not get casted
The suggestion (2) about the flaming arrow would add what I think it should be a basic option for the "shoot" skill (Just to put a note: This could be mainly defined as something related more to the "aesthetic" of the arrow, since the fire damage could be simulated by using the Ignite skill, but I still think this could be a really great and simple addiction).
The other suggestion related to the tipped arrow, I think it could be something more related to the "aesthetic" since it could be used the "potion" skill, but I also think this could be a great addiction that could make the skill 100% completed
Describe what priority you think this suggestion should have and why.
New Attribute related to "Inside" condition --> high priority
New two Attributes related to "shoot" skill (For flaming arrow and tipped arrow) --> medium priority
Describe how you think your suggestion should be implemented.
- About the flame arrow maybe you could try to play around with the nbt tag "Fire" (Example: Fire:9999 keeps the arrow on fire for 9999 ticks)
- The spectral arrow can be added as a different projectile type, since after all it is considered as a separated entity from the regular arrow; While for the tipped arrows maybe you could play around with the nbt tag "CustomPotionEffects"
1) Implementation of an attribute for the condition "Inside" (https://www.mythicmobs.net/manual/doku.php/conditions/inside) that tells you the maximum height in which the condition can considered as true:
2) Implementation of two attributes/options related to the "shoot" skill (https://www.mythicmobs.net/manual/doku.php/skills/mechanics/shoot), which are: 1. an option that makes the caster to shoot an arrow on fire; 2. an option that makes the caster to shoot a tipped arrow/spectral arrow.
Describe your suggestion in detail.
1) For example"Inside{y=10}" would mean that the mob doesn't have a block above him for 10 units, and therefore the condition is true; while if there is a block at 9 units, the condition then is considered as false. Since this condition has also its alter-ego "Outside", it could be made the same thing for it too.
2) The concept of this one is simple:
- To make the caster able to shoot an arrow on fire it could be either added as a different type of projectile, or as an attribute
(Example: flame=boolean)
- To make the caster able to shoot a tipped arrow, maybe you could add an attribute, that of course would work only if the projectile
is an arrow, which makes you decide which type of tipped arrow the caster should shoot (Example: potionarrow=poison; this would
make the caster able to shoot a poison arrow; another Example: potionarrow=glowing would make the caster able to shoot a spectral
arrow)
Describe how your suggestion would be used.
Describe what value your suggestion adds to the project.
The suggestion (1) could let the person able to set up a skill that activates only when the mob doesn't have any block above him in the specific amount of units/height checked.
Personally I would really like for it to be added so that I can use it as a condition for a skill based on the usage of fireworks: How it would work is that the mob launches a firework to warn/ask for assistance to mobs of the same faction. If I would put the condition as it is right now, it would work like this: Lets suppose the mob in a specific instant is at coordinates x=10;y=80;z=20... If at x=10; *y=200*;z=20 there is a block, then the skill would not get casted
The suggestion (2) about the flaming arrow would add what I think it should be a basic option for the "shoot" skill (Just to put a note: This could be mainly defined as something related more to the "aesthetic" of the arrow, since the fire damage could be simulated by using the Ignite skill, but I still think this could be a really great and simple addiction).
The other suggestion related to the tipped arrow, I think it could be something more related to the "aesthetic" since it could be used the "potion" skill, but I also think this could be a great addiction that could make the skill 100% completed
Describe what priority you think this suggestion should have and why.
New Attribute related to "Inside" condition --> high priority
New two Attributes related to "shoot" skill (For flaming arrow and tipped arrow) --> medium priority
Describe how you think your suggestion should be implemented.
- About the flame arrow maybe you could try to play around with the nbt tag "Fire" (Example: Fire:9999 keeps the arrow on fire for 9999 ticks)
- The spectral arrow can be added as a different projectile type, since after all it is considered as a separated entity from the regular arrow; While for the tipped arrows maybe you could play around with the nbt tag "CustomPotionEffects"https://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/513BlockBreak mechanic consuming item durability2021-09-24T10:03:35ZhectozulBlockBreak mechanic consuming item durability**Summary**
Describe the bug encountered in detail.
**Steps to reproduce**
Provide a full set of steps used to reproduce the bug, including links to ***SEPARATE*** Pastebin pastes for each relevant configuration file.
**Current behavior**
A pickaxe created with MythicMobs item system never lose durability.
**Intended correct behavior**
The pickaxe must lose durability for using it
**Server log file**
https://paste.denizenscript.com/View/87423
**Proposed fixes**
The bug occurs with the usage of
> - breakblock{forcesync=true;doEffect=true;doDrops=true;useTool=true}
> BlockBreak:
> TargetConditions:
> - blocktype{type=AIR,BEDROCK,CAVE_AIR,OBSIDIAN,CRYING_OBSIDIAN} false
> Skills:
> - breakblock{forcesync=true;doEffect=true;doDrops=true;useTool=true}
MythicMobs Item
> PicoTNT:
> Id: WOOD_PICKAXE
> Display: '&6Pico de &4T&fN&4T'
> Options:
> Unbreakable: false
> Skills:
> - skill{skill=PicoTNT} @targetlocation ~onBlockBreak
> - skill{skill=EfectoExplosivo} @targetlocation ~onBlockBreak
> - ConsumeUsedDurability @Trigger ~onSwing
Skills
> PicoTNT:
> Skills:
> - skill{s=BlockBreak} @BlocksInRadius{r=1;shape=cube}
> EfectoExplosivo:
> Cooldown: 0.5
> Skills:
> - effect:explosion
> BlockBreak:
> TargetConditions:
> - blocktype{type=AIR,BEDROCK,CAVE_AIR,OBSIDIAN,CRYING_OBSIDIAN} false
> Skills:
> - breakblock{forcesync=true;doEffect=true;doDrops=true;useTool=true}
This pickaxe, no matter the material, is inmortal, it only starts losing durability if a block included in the Condition is mined.
for example, I added STONE in the
> type=AIR,BEDROCK,CAVE_AIR,OBSIDIAN,CRYING_OBSIDIAN,STONE
and the pickaxe loses durability but if I mine anything else the pickaxe will never lose durability.
![2021-08-16_13-12-40](/uploads/37f0e4614d316d17765940683a8b08d4/2021-08-16_13-12-40.mp4)
This is the vid with STONE excluded.
![2021-08-16_13-46-41](/uploads/20821aa5c2d6c1fc29bfc99b2b7e0f06/2021-08-16_13-46-41.mp4)**Summary**
Describe the bug encountered in detail.
**Steps to reproduce**
Provide a full set of steps used to reproduce the bug, including links to ***SEPARATE*** Pastebin pastes for each relevant configuration file.
**Current behavior**
A pickaxe created with MythicMobs item system never lose durability.
**Intended correct behavior**
The pickaxe must lose durability for using it
**Server log file**
https://paste.denizenscript.com/View/87423
**Proposed fixes**
The bug occurs with the usage of
> - breakblock{forcesync=true;doEffect=true;doDrops=true;useTool=true}
> BlockBreak:
> TargetConditions:
> - blocktype{type=AIR,BEDROCK,CAVE_AIR,OBSIDIAN,CRYING_OBSIDIAN} false
> Skills:
> - breakblock{forcesync=true;doEffect=true;doDrops=true;useTool=true}
MythicMobs Item
> PicoTNT:
> Id: WOOD_PICKAXE
> Display: '&6Pico de &4T&fN&4T'
> Options:
> Unbreakable: false
> Skills:
> - skill{skill=PicoTNT} @targetlocation ~onBlockBreak
> - skill{skill=EfectoExplosivo} @targetlocation ~onBlockBreak
> - ConsumeUsedDurability @Trigger ~onSwing
Skills
> PicoTNT:
> Skills:
> - skill{s=BlockBreak} @BlocksInRadius{r=1;shape=cube}
> EfectoExplosivo:
> Cooldown: 0.5
> Skills:
> - effect:explosion
> BlockBreak:
> TargetConditions:
> - blocktype{type=AIR,BEDROCK,CAVE_AIR,OBSIDIAN,CRYING_OBSIDIAN} false
> Skills:
> - breakblock{forcesync=true;doEffect=true;doDrops=true;useTool=true}
This pickaxe, no matter the material, is inmortal, it only starts losing durability if a block included in the Condition is mined.
for example, I added STONE in the
> type=AIR,BEDROCK,CAVE_AIR,OBSIDIAN,CRYING_OBSIDIAN,STONE
and the pickaxe loses durability but if I mine anything else the pickaxe will never lose durability.
![2021-08-16_13-12-40](/uploads/37f0e4614d316d17765940683a8b08d4/2021-08-16_13-12-40.mp4)
This is the vid with STONE excluded.
![2021-08-16_13-46-41](/uploads/20821aa5c2d6c1fc29bfc99b2b7e0f06/2021-08-16_13-46-41.mp4)https://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/520Spawner Cooldown - Placeholder?2023-02-02T15:38:01ZAgentPieCZSpawner Cooldown - Placeholder?Hi, i would like to know, if its possible to make spawner cooldown placeholder? it would save me( and i think not only me ) so much time ,bcs i need to figure out some way to say players, boss is spawning after idk 15 minutes. i did it by really weird way, but it somehow works, anyway, it says only +- time , when server tps going down, skill is slowed, but cooldown on spawner no.Hi, i would like to know, if its possible to make spawner cooldown placeholder? it would save me( and i think not only me ) so much time ,bcs i need to figure out some way to say players, boss is spawning after idk 15 minutes. i did it by really weird way, but it somehow works, anyway, it says only +- time , when server tps going down, skill is slowed, but cooldown on spawner no.https://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/568Partlcle Box need a new attribute2021-10-03T04:29:24ZSharkGirl kunjangPartlcle Box need a new attribute**Summary**
Particle Box mechanic need a new attribute.
**Usage**
Particle Box mechanic need a attribute to control the number of selected points.
**Value**
for example, if i set attribute: amount to 100, this mechanic will shows 100x100=10000 particles, I think it is badly for poorly configured servers
**Priority**
Add a new attribute in the next dev version, Because the problem is too old.
**Implementation**
Just add a new attribute for ParticleBox to control the number of selected points.**Summary**
Particle Box mechanic need a new attribute.
**Usage**
Particle Box mechanic need a attribute to control the number of selected points.
**Value**
for example, if i set attribute: amount to 100, this mechanic will shows 100x100=10000 particles, I think it is badly for poorly configured servers
**Priority**
Add a new attribute in the next dev version, Because the problem is too old.
**Implementation**
Just add a new attribute for ParticleBox to control the number of selected points.https://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/570Left/Right Lunges2021-10-05T00:36:30ZAzoriasLeft/Right Lunges**Summary**
Add arguments to the Lunge mechanic (https://git.mythiccraft.io/mythiccraft/MythicMobs/-/wikis/skills/mechanics/lunge)
for directions: left/right.
This will allow the mob to lunge left/right instead of only forward.
**Usage**
`- lunge{velocity=1.5;velocityY=0;direction=forward/back/left/right} @Target
**Value**
Mobs currently have to nice ways to move to the left/right.
The only way I've seen it done is 10+ line abilities using totems which are difficult to configure.
**Priority**
Medium/low.
Its not really important, but it should be easy to do.
**Implementation**
No idea what this is asking**Summary**
Add arguments to the Lunge mechanic (https://git.mythiccraft.io/mythiccraft/MythicMobs/-/wikis/skills/mechanics/lunge)
for directions: left/right.
This will allow the mob to lunge left/right instead of only forward.
**Usage**
`- lunge{velocity=1.5;velocityY=0;direction=forward/back/left/right} @Target
**Value**
Mobs currently have to nice ways to move to the left/right.
The only way I've seen it done is 10+ line abilities using totems which are difficult to configure.
**Priority**
Medium/low.
Its not really important, but it should be easy to do.
**Implementation**
No idea what this is askinghttps://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/574Lower EntityDamageByEntityEvent Listener Priority2021-10-08T06:38:21ZAlexander ZhouLower EntityDamageByEntityEvent Listener Priority**Summary**
Can MythicMobs lower the priority of its event listener? Right now as it is, unless I set my plugin listener to HIGHEST event listener priority, anything I do to the damage event is just overridden by MythicMobs.
**Usage**
I have a few plugins that buff defense for players, but they don't work. I have to both set my plugin to highest priority AND make it load after MythicMobs for the changes to stick, and it defeats the purpose of having event priorities.
**Value**
Makes MythicMobs easier to use for a general RPG platform!
**Priority**
I think medium priority, because theoretically it should just take seconds to change the event listener priority from HIGHEST to NORMAL, but I don't know what the code looks like. All I know is that it seems all mythicmobs does is set the damage number at the highest priority with no heed to what it was before.
**Implementation**
Change EntityDamageByEntityEvent listener priority from HIGHEST to NORMAL.**Summary**
Can MythicMobs lower the priority of its event listener? Right now as it is, unless I set my plugin listener to HIGHEST event listener priority, anything I do to the damage event is just overridden by MythicMobs.
**Usage**
I have a few plugins that buff defense for players, but they don't work. I have to both set my plugin to highest priority AND make it load after MythicMobs for the changes to stick, and it defeats the purpose of having event priorities.
**Value**
Makes MythicMobs easier to use for a general RPG platform!
**Priority**
I think medium priority, because theoretically it should just take seconds to change the event listener priority from HIGHEST to NORMAL, but I don't know what the code looks like. All I know is that it seems all mythicmobs does is set the damage number at the highest priority with no heed to what it was before.
**Implementation**
Change EntityDamageByEntityEvent listener priority from HIGHEST to NORMAL.PineapplePineapplehttps://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/575Use variables in AI Goals2021-10-08T06:38:47ZTheSlapDoctorUse variables in AI Goals**Summary**
I'd like to be able to use variables when setting AI goals. At the moment something like `'runaigoalselector{goal=goto <caster.var.xDest>,<caster.var.yDest>,<caster.var.zDest>}'` returns a parse error. At the moment the runaigoalselector mechanic seems to handle this naively, directly setting the AI goals as 'goto <caster.. etc.>
**Usage**
Being able to parse variables when setting goals opens a lot of options that are impossible with the current implementation. For example, we could allow skills change the goals of a mob programmatically, allowing for more complex and interesting behaviour.
**Value**
Probably a lot, but specifically I want to use it to make things like wandering parties of mobs that are persistent in the world, or allow skills to trigger to direct mobs to certain areas or on certain patrol paths.
**Priority**
High, because I personally want it and think it'd be cool.
**Implementation**
Changing the AI goals system to allow for variables might be difficult, but letting the `runaigoalselector` mechanic parse the variables into their values before actually setting the AI goal might work more easily.
Thanks.**Summary**
I'd like to be able to use variables when setting AI goals. At the moment something like `'runaigoalselector{goal=goto <caster.var.xDest>,<caster.var.yDest>,<caster.var.zDest>}'` returns a parse error. At the moment the runaigoalselector mechanic seems to handle this naively, directly setting the AI goals as 'goto <caster.. etc.>
**Usage**
Being able to parse variables when setting goals opens a lot of options that are impossible with the current implementation. For example, we could allow skills change the goals of a mob programmatically, allowing for more complex and interesting behaviour.
**Value**
Probably a lot, but specifically I want to use it to make things like wandering parties of mobs that are persistent in the world, or allow skills to trigger to direct mobs to certain areas or on certain patrol paths.
**Priority**
High, because I personally want it and think it'd be cool.
**Implementation**
Changing the AI goals system to allow for variables might be difficult, but letting the `runaigoalselector` mechanic parse the variables into their values before actually setting the AI goal might work more easily.
Thanks.PineapplePineapplehttps://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/590The aura option CancelOnDeath and CancelOnQuit is not working2021-10-14T17:58:15ZMOGEGOThe aura option CancelOnDeath and CancelOnQuit is not working**Summary**
Even I set the aura option CancelOnDeath and CancelOnQuit to false, the aura still removed after logout or die.
plugin version: 5.0.0
build: 4057a99a
premium: yes
minecraft version 1.16.5
**Steps to reproduce**
After I active the aura and logout the server, the aura will be removed. Same case when I die.
skill code: https://pastebin.com/SsknDtzz
video: https://youtu.be/3TiAashEdcE
**Current behavior**
nope it does not affect my server, just some aura option is not functioning
**Intended correct behavior**
The aura will not be removed after I die or logout from the server**Summary**
Even I set the aura option CancelOnDeath and CancelOnQuit to false, the aura still removed after logout or die.
plugin version: 5.0.0
build: 4057a99a
premium: yes
minecraft version 1.16.5
**Steps to reproduce**
After I active the aura and logout the server, the aura will be removed. Same case when I die.
skill code: https://pastebin.com/SsknDtzz
video: https://youtu.be/3TiAashEdcE
**Current behavior**
nope it does not affect my server, just some aura option is not functioning
**Intended correct behavior**
The aura will not be removed after I die or logout from the serverhttps://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/591[MythicMobs] Attack Speed as a Range on items does not work2021-10-15T12:34:54ZTheDarthFather[MythicMobs] Attack Speed as a Range on items does not workI set up a static attack speed, it works (-0.6 = -60% = vanilla 1.6).
However setting up a range does not.
For example:
```
Attributes:
MainHand:
AttackSpeed: -0.60- -0.55
```
is resulting in -5% attack speed
I also tried
-0.60- -0.55, -0.60--0.55 -> result -5% static
-0.60to-0.55 -> result in 100% static
I assume there is a defect in interpreting - as "minus" vs - as "to".
Is there a different syntax for negative ranges I can use?I set up a static attack speed, it works (-0.6 = -60% = vanilla 1.6).
However setting up a range does not.
For example:
```
Attributes:
MainHand:
AttackSpeed: -0.60- -0.55
```
is resulting in -5% attack speed
I also tried
-0.60- -0.55, -0.60--0.55 -> result -5% static
-0.60to-0.55 -> result in 100% static
I assume there is a defect in interpreting - as "minus" vs - as "to".
Is there a different syntax for negative ranges I can use?https://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/593Mythic Mobs Drops integration with Magic Wands2021-10-27T07:24:48ZTheDarthFatherMythic Mobs Drops integration with Magic Wands**Summary**
Please integrate with the Magic plugin to allow Mytic mobs to drop Magic wands.
**Value**
Magic wands enriches any server!
**Priority**
High for me, I would assume less for you as is not done yet :)
**Implementation**
Standard API: https://github.com/elBukkit/MagicPlugin/blob/master/MagicAPI/src/main/java/com/elmakers/mine/bukkit/api/magic/MageController.java#L121
Wands & Items: https://github.com/elBukkit/MagicPlugin/tree/master/MagicAPI**Summary**
Please integrate with the Magic plugin to allow Mytic mobs to drop Magic wands.
**Value**
Magic wands enriches any server!
**Priority**
High for me, I would assume less for you as is not done yet :)
**Implementation**
Standard API: https://github.com/elBukkit/MagicPlugin/blob/master/MagicAPI/src/main/java/com/elmakers/mine/bukkit/api/magic/MageController.java#L121
Wands & Items: https://github.com/elBukkit/MagicPlugin/tree/master/MagicAPIPineapplePineapplehttps://git.mythiccraft.io/mythiccraft/MythicMobs/-/issues/614clickbutton and gotoblock ai goals2023-09-19T21:02:33ZGhost Userclickbutton and gotoblock ai goals**Summary**
First of all thanks gilab for clearing my description.
I would like to have 2 ai goals to be added, click button, and go to block (closest block of a type, for example dirt)
**Usage**
Could be used to recreate mobs like copper golem
**Value**
I saw people wanting that in discord, so i suggested it
**Priority**
Normal, not low not high
**Implementation**
As an ai goal, if thats what you mean**Summary**
First of all thanks gilab for clearing my description.
I would like to have 2 ai goals to be added, click button, and go to block (closest block of a type, for example dirt)
**Usage**
Could be used to recreate mobs like copper golem
**Value**
I saw people wanting that in discord, so i suggested it
**Priority**
Normal, not low not high
**Implementation**
As an ai goal, if thats what you mean