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Placeholders
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# Placeholders
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------------
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These are all of the placeholders and special characters you can use in
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skills and mechanics that use strings.
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skills and mechanics that use strings. There are some examples of usage at the bottom to get you started.
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##### Examples
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__**Note:** Usage of many variables in skills are locked to the premium versions, excluding MMOCore, special characters, color codes, and `setvariable`__.
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This will make a mob (name in teal (&b)) send a message to all players
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in a radius of 20 blocks around in itself, stating that it was slain by
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player x (<trigger.name> in green (&a))
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Special Characters
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------------------
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Skills:
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- message{m="&b<mob.name>&r was slain by the warrior skills of &a<trigger.name>&r"} @PIR{r=20} ~onDeath
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| **Placeholder** | **Function** |
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|-----------------|---------------------------------------|
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| <&co> | Returns a colon (:) |
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| <&sq> | Returns an apostrophe (') |
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| <&da> | Returns a dash (-) |
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| <&bs> | Returns a backslash (\\) |
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| <&fs> | Returns a forward slash (/) |
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| <&sp> | Returns a space |
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| <&cm> | Returns a comma (,) |
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| <&sc> | Returns a semicolon (;) |
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| <&eq> | Returns an equals symbol \[=\] |
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| <&ss> | Returns a section symbol (ยง) |
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| <&dq> | Returns double quotes (") |
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| <&rb> | Returns a right bracket (\]) |
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| <&lb> | Returns a left bracket (\[) |
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| <&rc> | Returns a right curly bracket (}) |
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| <&lc> | Returns a left curly bracket ({) |
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| <&nl> | Forces a new line |
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| <&heart> | Returns a heart |
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| <&skull> | Returns a skull and bones |
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Color Codes
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-----------
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These color codes work anywhere in mob- and skill-files. They will even
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properly format tellraw-commands used in command skills!
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| **Code** | **Color** | **Code** | **Color** |
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|----------|-------------|----------|----------------|
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| &0 | Black | &B | Aqua |
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| &1 | Dark Blue | &C | Red |
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| &2 | Dark Green | &D | Light Purple |
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| &3 | Dark Aqua | &E | Yellow |
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| &4 | Dark Red | &F | White |
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| &5 | Dark Purple | &K | Magic |
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| &6 | Gold | &L | Bold |
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| &7 | Gray | &M | Strike through |
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| &8 | Dark Gray | N | Underline |
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| &9 | Blue | &O | Italic |
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| &A | Green | &R | Reset |
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Skill Placeholders
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Caster Placeholders
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------------------
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These placeholders will return whatever attribute of the caster that is called. For instance `<caster.l.y.#>` will return the caster's Y location.
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<table>
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<thead>
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<tr class="header">
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<th><strong>Mob Placeholder</strong></th>
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<th><strong>Function</strong></th>
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</tr>
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</thead>
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<tbody>
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<tr class="even">
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<td><caster.uuid></td>
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<td>Returns the UUID of the caster</td>
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</tr>
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<tr class="odd">
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<td><caster.level></td>
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<td>Returns the level of the caster</td>
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</tr>
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<tr class="even">
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<td><caster.name></td>
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<td>Returns the name of the caster</td>
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</tr>
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<tr class="odd">
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<td><caster.hp></td>
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<td>Returns current hp of the caster</td>
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</tr>
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<tr class="even">
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<td><caster.mhp></td>
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<td>Returns the max hp of the caster</td>
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</tr>
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<tr class="odd">
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<td><caster.php></td>
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<td>Returns the percent hp of the caster</td>
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</tr>
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<tr class="even">
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<td><caster.thp></td>
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<td>Returns the full number hp of the caster</td>
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</tr>
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<tr class="odd">
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<td><caster.tt.top></td>
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<td>Returns the name of the top threat holder of the caster</td>
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</tr>
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<tr class="even">
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<td><caster.l.w></td>
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<td>Returns the world name the caster is in</td>
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</tr>
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<tr class="odd">
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<td><caster.l.x></td>
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<td>Returns the X coordinate of the caster</td>
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</tr>
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<tr class="even">
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<td><caster.l.x.#></td>
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<td>Returns the X coordinate of the caster<br />
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+- random number between #</td>
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</tr>
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<tr class="odd">
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<td><caster.l.x.double></td>
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<td>Returns the precise X coordinate of the caster</td>
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</tr>
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<tr class="even">
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<td><caster.l.y></td>
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<td>Returns the Y coordinate of the caster</td>
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</tr>
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<tr class="odd">
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<td><caster.l.y.#></td>
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<td>Returns the Y coordinate of the caster<br />
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+- random number between #</td>
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</tr>
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<tr class="even">
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<td><caster.l.y.double></td>
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<td>Returns the precise Y coordinate of the caster</td>
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</tr>
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<tr class="odd">
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<td><caster.l.z></td>
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<td>Returns the Z coordinate of the caster</td>
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</tr>
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<tr class="even">
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<td><caster.l.z.#></td>
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<td>Returns the Z coordinate of the caster<br />
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+- random number between #</td>
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</tr>
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<tr class="odd">
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<td><caster.l.z.double></td>
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<td>Returns the precise Z coordinate of the caster</td>
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</tr>
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<tr class="even">
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<td><caster.l.yaw></td>
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<td>Returns the yaw of the caster</td>
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</tr>
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<tr class="odd">
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<td><caster.l.pitch></td>
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<td>Returns the pitch of the caster</td>
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</tr>
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<tr class="even">
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<td><caster.stance></td>
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<td>Returns the current stance of the caster</td>
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</tr>
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<tr class="odd">
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<td><caster.owner.name></td>
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<td>Returns the name of the wolf's owner</td>
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</tr>
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<tr class="even">
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<td><caster.owner.uuid></td>
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<td>Returns the uuid of the wolf's owner</td>
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</tr>
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</tbody>
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</table>
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|Caster Placeholder|Function|
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|----------------------------------|-------------------------------------------------------------------------|
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|<caster.uuid>|Returns the UUID of the caster|
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|<caster.level>|Returns the level of the caster|
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|<caster.name>|Returns the name of the caster|
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|<caster.hp>|Returns current hp of the caster|
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|<caster.mhp>|Returns the max hp of the caster|
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|<caster.php>|Returns the percent hp of the caster|
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|<caster.thp>|Returns the full number hp of the caster|
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|<caster.tt.top>|Returns the name of the top threat holder of the caster|
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|<caster.l.w>|Returns the world name the caster is in|
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|<caster.l.x>|Returns the X coordinate of the caster|
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|<caster.l.x.#>|Returns the X coordinate of the caster +- random number between #|
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|<caster.l.x.double>|Returns the precise X coordinate of the caster|
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|<caster.l.y>|Returns the Y coordinate of the caster|
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|<caster.l.y.#>|Returns the Y coordinate of the caster +- random number between #|
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|<caster.l.y.double>|Returns the precise Y coordinate of the caster|
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|<caster.l.z>|Returns the Z coordinate of the caster|
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|<caster.l.z.#>|Returns the Z coordinate of the caster +- random number between #|
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|<caster.l.z.double>|Returns the precise Z coordinate of the caster|
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|<caster.l.yaw>|Returns the yaw of the caster|
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|<caster.l.pitch>|Returns the pitch of the caster|
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|<caster.stance>|Returns the current stance of the caster|
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|<caster.owner.name>|Returns the name of the wolf's owner|
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|<caster.owner.uuid>|Returns the uuid of the wolf's owner|
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**Variable Placeholders**
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-----------------
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These placeholders will return whatever variable has been called. For instance <caster.var.\[name\]> will return the value of the caster's \[name\] variable.
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| **Variable Placeholders (v4.6)** | **Function** |
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| **Variable Placeholder** | **Function** |
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|----------------------------------|-------------------------------------------------------------------------|
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| <caster.var.\[name\]> | Returns the value of the variable \[name\] on the caster. |
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| <skill.var.\[name\]> | Returns the value of the variable \[name\] on the current skill tree. |
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| <skill.var.damage-amount> | Returns the amount of damage taken in the onDamaged trigger |
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| <skill.var.damage-type> | Returns the type of damage taken as specified in a mechanic, aura, etc. |
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| <caster.var.\[name\]> | Returns the value of the variable \[name\] on the caster. |
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| <skill.var.\[name\]> | Returns the value of the variable \[name\] on the current skill tree.|
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| <skill.var.damage-amount> | Returns the amount of damage taken in the onDamaged trigger |
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| <skill.var.damage-type> | Returns the type of damage taken as specified in a mechanic, aura, etc.|
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**Target Placeholders**
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-----------------
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These placeholders will return whatever target selector has been used. For instance <target.name> + @NearestPlayer will return the name of the player closest to the casting mob.
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<table>
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<thead>
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<tr class="header">
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<th><strong>Target Placeholders</strong></th>
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<th><strong>Function</strong></th>
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</tr>
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</thead>
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<tbody>
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<tr class="odd">
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<td><em>These placeholders will return whatever targetselector has been used. For instance <target.name> + @NearestPlayer will return the name of the player closest to the casting mob.</em></td>
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<td></td>
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</tr>
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<tr class="even">
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<td><target.uuid></td>
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<td>Returns the UUID of the target</td>
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</tr>
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<tr class="odd">
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<td><target.name></td>
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<td>Returns the name of the target</td>
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</tr>
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<tr class="even">
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<td><target.hp></td>
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<td>Returns the current hp of the target</td>
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</tr>
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<tr class="odd">
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<td><target.threat></td>
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<td>Returns the threat level of the target</td>
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</tr>
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<tr class="even">
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<td><target.l.w></td>
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<td>Returns the world name the target is in</td>
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</tr>
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<tr class="odd">
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<td><target.l.x></td>
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<td>Returns the X coordinate of the target</td>
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</tr>
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<tr class="even">
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<td><target.l.x.#></td>
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<td>Returns the X coordinate of the target<br />
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+- random number between #</td>
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</tr>
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<tr class="odd">
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<td><target.l.y></td>
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<td>Returns the Y coordinate of the target</td>
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</tr>
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<tr class="even">
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<td><target.l.y.#></td>
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<td>Returns the Y coordinate of the target<br />
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+- random number between #</td>
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</tr>
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<tr class="odd">
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<td><target.l.z></td>
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<td>Returns the Z coordinate of the target</td>
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</tr>
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<tr class="even">
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<td><target.l.z.#></td>
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<td>Returns the Z coordinate of the target<br />
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+- random number between #</td>
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</tr>
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</tbody>
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</table>
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| **Target Placeholders** | **Function** |
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|----------------------------------|-------------------------------------------------------------------------|
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|<target.uuid>|Returns the UUID of the target|
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|<target.name>|Returns the name of the target|
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|<target.hp>|Returns the current hp of the target|
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|<target.threat>|Returns the threat level of the target|
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|<target.l.w>|Returns the world name the target is in|
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|<target.l.x>|Returns the X coordinate of the target|
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|<target.l.x.#>|Returns the X coordinate of the target +- random number between #|
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|<target.l.y>|Returns the Y coordinate of the target|
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|<target.l.y.#>|Returns the Y coordinate of the target +- random number between #|
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|<target.l.z>|Returns the Z coordinate of the target|
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|<target.l.z.#>|Returns the Z coordinate of the target +- random number between #|
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**Trigger Placeholders**
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These placeholders will return whatever attribute of the entity that caused the skill to happen. For instance `<trigger.name>` combined with an `~onDeath` trigger will return the name of the entity that killed the mob.
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<table>
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<thead>
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<tr class="header">
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<th><strong>Trigger Placeholders</strong></th>
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<th><strong>Function</strong></th>
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</tr>
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</thead>
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<tbody>
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<tr class="odd">
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<td><trigger.uuid></td>
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<td>Returns the UUID of the person triggering the skill</td>
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</tr>
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<tr class="even">
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<td><trigger.name></td>
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<td>Returns the name of the person triggering the skill</td>
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</tr>
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<tr class="odd">
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<td><trigger.hp></td>
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<td>Returns the current hp of the person triggering the skill</td>
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</tr>
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<tr class="even">
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<td><trigger.threat></td>
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<td>Returns the threat level of the person triggering the skill</td>
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</tr>
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<tr class="odd">
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<td><trigger.l.w></td>
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<td>Returns the world name of the person triggering the skill</td>
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</tr>
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<tr class="even">
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<td><trigger.l.x></td>
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<td>Returns the X coordinate of the person triggering the skill</td>
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</tr>
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<tr class="odd">
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<td><trigger.l.x.#></td>
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<td>Returns the X coordinate of the person triggering the skill<br />
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+- random number between #</td>
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</tr>
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<tr class="even">
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<td><trigger.l.y></td>
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<td>Returns the Y coordinate of the person triggering the skill</td>
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</tr>
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<tr class="odd">
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<td><trigger.l.y.#></td>
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<td>Returns the Y coordinate of the person triggering the skill<br />
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+- random number between #</td>
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</tr>
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<tr class="even">
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<td><trigger.l.z></td>
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<td>Returns the Z coordinate of the person triggering the skill</td>
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</tr>
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<tr class="odd">
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<td><trigger.l.z.#></td>
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<td>Returns the Z coordinate of the person triggering the skill<br />
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+- random number between #</td>
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</tr>
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</tbody>
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</table>
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Skills:
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- message{m="<&b><caster.name><&r> was slain by <&a><trigger.name><&r>."} @PIR{r=20} ~onDeath
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-----------------
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|Trigger Placeholders|Function|
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|------------------|--------------------------------------------------------------------------------------|
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|<trigger.uuid> |Returns the UUID of the entity triggering the skill|
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|<trigger.name> |Returns the name of the entity triggering the skill|
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|<trigger.hp> |Returns the current hp of the entity triggering the skill|
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|<trigger.threat> |Returns the threat level of the entity triggering the skill|
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|<trigger.l.w> |Returns the world name of the entity triggering the skill|
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|<trigger.l.x> |Returns the X coordinate of the entity triggering the skill|
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|<trigger.l.x.#> |Returns the X coordinate of the entity triggering the skill +- random number between #|
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|<trigger.l.y> |Returns the Y coordinate of the entity triggering the skill|
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|<trigger.l.y.#> |Returns the Y coordinate of the entity triggering the skill +- random number between #|
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|<trigger.l.z> |Returns the Z coordinate of the entity triggering the skill|
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|<trigger.l.z.#> |Returns the Z coordinate of the entity triggering the skill +- random number between #|
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Misc Placeholders
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... | ... | @@ -257,61 +138,46 @@ Misc Placeholders |
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| **Placeholder** | **Function** |
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|-----------------------|-----------------------------------------------------|
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| **Misc Placeholders** | |
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| <drops.xp> | Returns the xp dropped via Heroes or SkillAPI mods |
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| <drops.money> | Returns the money dropped through the vault plug-in |
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| <drops.xp> | Returns the xp dropped via Heroes or SkillAPI mods |
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| <drops.money> | Returns the money dropped through the vault plug-in |
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Special Placeholders
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--------------------
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| **Placeholder** | **Function** |
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|----------------------------------------|---------------------------------------------------------------------------|
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| <caster.score.objective> | Returns the score of the caster from "objective" **(2.3)** |
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| <target.score.objective> | Returns the targeters score from "objective" **(2.3)** |
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| <trigger.score.objective> | Returns the score of the trigger from "objective" **(2.3)** |
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| <global.score.objective> | Returns the global score from "objective" **(2.3)** |
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| <score.objective.dummyname> | Returns the score of "dummyname" (fake player) from "objective" **(2.3)** |
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| <random.\#-\#> <sup>(v4.6)</sup> | Returns a random number in the specified range |
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Special Characters
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------------------
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| <caster.score.objective> | Returns the score of the caster from "objective" **(2.3)** |
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| <target.score.objective> | Returns the targeters score from "objective" **(2.3)** |
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| <trigger.score.objective> | Returns the score of the trigger from "objective" **(2.3)** |
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| <global.score.objective> | Returns the global score from "objective" **(2.3)** |
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|
| <score.objective.dummyname> | Returns the score of "dummyname" (fake player) from "objective" **(2.3)** |
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| <random.\#-\#> | Returns a random number in the specified range |
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|
| **Placeholder** | **Function** |
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|
|-----------------|---------------------------------------|
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| <&co> | Returns a colon (:) |
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| <&sq> | Returns an apostrophe (') |
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| <&da> | Returns a dash (-) |
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| <&bs> | Returns a backslash (\\) |
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| <&fs> | Returns a forward slash (/) |
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| <&sp> | Returns a space |
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| <&cm> | Returns a comma (,) |
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| <&sc> | Returns a semicolon (;) |
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| <&eq> | Returns an equals symbol \[=\] |
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| <&ss> | Returns a section symbol (ยง) |
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| <&dq> | Returns double quotes (") |
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|
| <&rb> | Returns a right bracket (\]) |
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| <&lb> | Returns a left bracket (\[) |
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| <&rc> | Returns a right curly bracket (}) |
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| <&lc> | Returns a left curly bracket ({) |
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| <&nl> | Forces a new line |
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|
| <&heart> | Returns a heart **(2.1.7)** |
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|
| <&skull> | Returns a skull and bones **(2.1.7)** |
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|
|
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|
Color Codes
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|
-----------
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|
##### Examples
|
|
|
|
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|
These color codes work anywhere in mob- and skill-files. They will even
|
|
|
properly format tellraw-commands used in command skills!
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|
This will make a mob send a teal (<&b>) message to all players in a radius of 20 blocks around in itself, stating that it was slain by player (<trigger.name>) in green (<&a>)
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|
|
|
| **Code** | **Color** | **Code** | **Color** |
|
|
|
|----------|-------------|----------|----------------|
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|
| &0 | Black | &B | Aqua |
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|
| &1 | Dark Blue | &C | Red |
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|
| &2 | Dark Green | &D | Light Purple |
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|
| &3 | Dark Aqua | &E | Yellow |
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|
|
| &4 | Dark Red | &F | White |
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|
| &5 | Dark Purple | &K | Magic |
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|
| &6 | Gold | &L | Bold |
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|
| &7 | Gray | &M | Strike through |
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|
| &8 | Dark Gray | &N | Underline |
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|
| &9 | Blue | &O | Italic |
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|
| &A | Green | &R | Reset | |
|
|
Skills:
|
|
|
- message{m="<&b><caster.name><&r> was slain by <&a><trigger.name><&r>."} @PIR{r=20} ~onDeath
|
|
|
|
|
|
This skill will make an announcement like this:
|
|
|
![image](uploads/91ed6d8aaa669e8ae21f8745e8ff4643/image.png)
|
|
|
when the mob spawns
|
|
|
```
|
|
|
Skills:
|
|
|
- Skill{s=SaveBossLocation} @self ~onSpawn
|
|
|
- message{m="&eA &BGiant Zombie&e (Level &4<caster.level>&e) &ehas spawned at <caster.var.SpawnLoc>"} ~onSpawn @PlayersInWorld
|
|
|
- message{m="&eThe &BGiant Zombie&e (Level &4<caster.level>&e) &espawned at <caster.var.SpawnLoc>&e has been slain."} ~onDeath @PlayersInWorld
|
|
|
```
|
|
|
Be sure to place this skill somewhere in the skills file
|
|
|
```
|
|
|
SaveBossLocation:
|
|
|
Skills:
|
|
|
- setvariable{var=SpawnLoc;type=STRING;value="&b<caster.l.x>&e, &b<caster.l.y>&e, &b<caster.l.z>";scope=CASTER} @self
|
|
|
```
|
|
|
You can also use color tags and formatting tags to make the mobs have pretty names:
|
|
|
![image](uploads/9ad97422803c3f35fbeac2e4df7f7d52/image.png)
|
|
|
```
|
|
|
ZOMBIE:
|
|
|
Display: 'ZOMBIE &F- &A<caster.hp>/<caster.mhp>HP &F- &ELv.<caster.level>'
|
|
|
``` |