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Last edited by Phil Sep 17, 2022
Page history

Math

Lets you make simple or advanced calculations. Any placeholders that returns a number is supported. You can use math in most places that supports placeholders.

Operators

Most of these operators can be found here https://www.objecthunter.net/exp4j/#Built-in_operators

Math Operators

Operator Description Example
+ Unary plus 2 + 2
- Unary minus 2 - 2
* Multiplication 2 * 2
/ Division 2 / 2
^ Power 2 ^ 2
% Remainder 2 % 2

Boolean Operators

Operators Description Example
< Less than 2<5
<= Less than or equal to 2<=5
> Greater than 5>1
>= Greater than or equal to 5>=0
== Equals 0==0

Boolean operators will return 1 if the expression is true and 0 if it's false.

Functions

Most of these functions can be found here https://www.objecthunter.net/exp4j/#Built-in_functions

Function Description
abs(x) the absolute value of (x)
acos(x) arc cosine
asin(x) arc sine
atan(x) arc tangent
cbrt(x) cubic root
ceil(x) nearest upper integer
cos(x) cosine
csch(x) hyperbolic cosecant
exp(x) euler's number raised to the power (e^x)
floor(x) nearest lower integer
log(x) logarithmus naturalis (base e)
log2(x) logarithm to base 2
log10(x) logarithm to base 10
logb(x) logarithm to base b
sec(x) secant
sech(x) hyperbolic secant
sin(x) sine
sinh(x) hyperbolic sine
sqrt(x) square root
tan(x) tangent
tanh(x) hyperbolic tangent
signum(x) signum of a value
toradian(x) converts from degrees to radians
todegree(x) converts from radians to degrees
min(x, y) minimum
max(x, y) maximum
atan2(y, x) principal value of the arc tangent of y/x, expressed in radians
random(min, max) random with limits

NOTE: You can request to add more operators and functions by making a suggestion ticket in our issues page

Example Usage

MyCoolMob:
  Type: HUSK
  AIGoalSelectors:
    - clear
  AITargetSelectors:
    - clear
  Skills:
    - skill{s=[
      - setvar{var=skill.test;type=FLOAT;val="<caster.hp> <= <caster.mhp>"} #returns 1 or 0 if the mob's health is less than or equal to its max health
      - message{m=<skill.var.test>} #sends the player a message to see the value
      ]} @trigger ~onInteract
MyCoolItem:
  Id: STICK
  Skills:
    - skill{s=[
        - setvar{var=skill.test;type=FLOAT;val="1>=0"} #returns 1 since the expression evaluates to true
        - message{m=<skill.var.test>} #sends the player a message to see the value
      ]} @Self ~onUse
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