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Skill Triggers
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==============
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Triggers are used to determine how a skill is triggered from within the
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Triggers are used to determine how a skill is triggered from within the
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mobs skill configuration section.
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mobs skill configuration section.
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... | @@ -8,6 +5,7 @@ mobs skill configuration section. |
... | @@ -8,6 +5,7 @@ mobs skill configuration section. |
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IN THEM.**</u> Triggers can only be used *to activate* the meta-skill
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IN THEM.**</u> Triggers can only be used *to activate* the meta-skill
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itself.
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itself.
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<!--
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**Table of all available triggers:**
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**Table of all available triggers:**
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| Trigger | When it fires... |
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| Trigger | When it fires... |
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... | @@ -37,15 +35,16 @@ itself. |
... | @@ -37,15 +35,16 @@ itself. |
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| onTame | When the mob gets tamed |
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| onTame | When the mob gets tamed |
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| onBreed | When the mob breeds with another mob. |
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| onBreed | When the mob breeds with another mob. |
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| onTrade | When the Villager completes a trade. Requires Paper |
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| onTrade | When the Villager completes a trade. Requires Paper |
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-->
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Using Triggers
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Using Triggers
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--------------
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--------------
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Triggers are defined in the skill section of the mob configuration and
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Triggers are defined in the skill section of the mob configuration and
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must use tilda (~) in front of them. In the case of the Timer, a time
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must use a tilde (~) in front of them. In the case of the Timer, a time
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in ticks is also required.
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in ticks is also required.
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```yml
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SkeletalWizard_Fire:
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SkeletalWizard_Fire:
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Type: WITHER_SKELETON
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Type: WITHER_SKELETON
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Display: '&Skeletal Fire Wizard'
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Display: '&Skeletal Fire Wizard'
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Health: 50
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Health: 50
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... | @@ -54,10 +53,11 @@ in ticks is also required. |
... | @@ -54,10 +53,11 @@ in ticks is also required. |
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- ignite{ticks=100} @target ~onAttack
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- ignite{ticks=100} @target ~onAttack
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- skill{s=FireShield} @trigger ~onDamaged 0.1
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- skill{s=FireShield} @trigger ~onDamaged 0.1
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- skill{s=AOEFire} ~onTimer:300
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- skill{s=AOEFire} ~onTimer:300
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```
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In this example the mob will also set its target on fire when
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In this example the mob will also set its target on fire when
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melee-attacking, will use a "FireShield" skill when taking damage, and
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melee-attacking, will use a "FireShield" skill when taking damage, and
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will use the "AOEFire" skill every 300 ticks [1].
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will use the "AOEFire" skill every 300 ticks, or every 15 seconds.
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Not using Triggers...
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Not using Triggers...
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---------------------
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---------------------
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... | @@ -67,172 +67,265 @@ skill should go off. It is **highly** recommended that you trigger all |
... | @@ -67,172 +67,265 @@ skill should go off. It is **highly** recommended that you trigger all |
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your skills using advanced triggers as opposed to the old, legacy
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your skills using advanced triggers as opposed to the old, legacy
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methods.
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methods.
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If a skill does not have a trigger, it will default to the "~onCombat"
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If a skill does not have a trigger, it will default to the `~onCombat`
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trigger (shown further below) which will execute when these four basic
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trigger which will execute when these events occur:
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things occur:
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- When the mob deals or takes damage
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- When the mob spawns
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- The mob takes damage
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- When the mob dies
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- The mob deals damage
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- The mob spawns
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- The mob dies
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<!-- -->
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<!-- -->
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```yml
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SkeletalWarrior:
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SkeletalWarrior:
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Mobtype: skeleton
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Mobtype: skeleton
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Display: '&9A Skeletal Warrior'
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Display: '<blue>A Skeletal Warrior</blue>'
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Health: 100
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Damage: 2
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Drops:
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- DropTable
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Skills:
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Skills:
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- skill{s=Bash} =10%-90%
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- skill{s=Bash} =10%-90%
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```
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In this instance the Bash skill is triggered when the mob deals or takes
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In this instance the Bash skill is triggered when the mob deals or takes
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damage when it is between 10% and 90% health.
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damage when it is between 10% and 90% health.
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The @trigger Targeter
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The @trigger Targeter
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---------------------
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---------------------
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You may have noticed there is an @trigger targeter in the examples
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You may have noticed there is an `@trigger` targeter in the examples
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above, and listed in the targeters section. The @trigger will target the
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shown above, and listed in the [targeters](/Skills/Targeters) section. The `@trigger` will target the
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"cause" of the skill being set off, i.e. if a player damages a mob and
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entity that "caused" the skill to trigger, i.e. when a player damages a mob and
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that mob uses an onDamage-triggered skill, it will target that player.
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that mob has an ~onDamaged skill, it will target that player.
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If a signal is being sent to a mob, it will target the mob that has sent
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If a signal is being sent to a mob, it will target the mob that sent
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the signal, and so on.
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the signal, and so on.
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Detailed Descriptions & Examples
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All Available Triggers
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--------------------------------
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----------------------
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#### ~onSpawn
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**~onSpawn**
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Executes the skill when the mob spawns. This does not have `@trigger`.
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```yml
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- Trigger the skill to execute when the mob spawns.
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EXAMPLE_MOB:
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- This will only occur once.
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Type: CHICKEN
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- Can be used along with the chance parameters to make the chance to
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Skills:
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execute less than 100%
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# sends a message to all the players in the world
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- **- skill{s=DamageImmunity} ~onSpawn 0.50** (The mob has a 50%
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# when the mob spawns
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chance to use a DamageImmunity skill when it spawns)
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- message{m=SPAWN} @World ~onSpawn
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```
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**~onDeath**
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#### ~onDeath
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- Trigger the skill to execute when the mob dies.
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Executes the skill when the mob dies. The entity that killed the mob is the `@trigger`.
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- This will only occur once.
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```yml
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- Can be used along with the chance parameters to make the chance to
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EXAMPLE_MOB:
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execute less than 100%
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Type: CHICKEN
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- **- skill{s=SpawnSpiderlings} ~onDeath 1** (The mob has a 100%
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Skills:
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chance to use a SpawnSpiderlings spell when it dies)
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# sends a message to all the players in the world
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# when the mob dies
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**~onAttack**
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- message{m=DEATH} @World ~onDeath
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```
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- Trigger the skill to execute when the mob attacks.
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- This will occur anytime the mob attacks something.
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#### ~onAttack
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- Can be used along with the health and chance parameters to further
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Executes the skill when the mob attacks an entity.
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define when this occurs.
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The `@trigger` is the entity that took damage from the attack.
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- **- skill{s=Bash} ~onAttack <50% 0.1** (The mob has a 10%
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```yml
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chance to use the Bash skill when it attacks and has less than 50%
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EXAMPLE_MOB:
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health)
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Type: CHICKEN
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Damage: 1
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**~onDamaged**
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Skills:
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# sends a message to all the players in the world
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- Trigger the skill to execute when the mob takes damage.
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# when the mob attacks an entity
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- This will occur anytime the mob takes damage.
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- message{m=ATTACK} @World ~onAttack
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- Can be used along with the health and chance parameters to further
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```
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define when this occurs.
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- **- skill{s=FlameShield} ~onDamaged 1** (The mob has a 100% chance
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#### ~onDamaged
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to use the FlameShield skill when it takes damage)
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Executes the skill when the mob takes damage. The `@trigger` is the attacker.
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```yml
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**~onExplode**
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EXAMPLE_MOB:
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Type: CHICKEN
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- Trigger the skill to execute when the mob explodes.
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Skills:
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- This will generally occur only once unless you have the
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# sends a message to all the players in the world
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PreventSuicide option set. Generally only works with creepers, since
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# when the mob takes damage
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other mobs tend to not explode...
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- message{m=DAMAGED} @World ~onDamaged
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- Can be used along with the chance parameters to make the chance to
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```
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execute less than 100%
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- **- skill{s=SpawnCreeper} ~onExplode 0.25** (The mob has a 25%
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#### ~onExplode
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chance to use the SpawnCreeper skill when it explodes)
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Executes the skill when the mob explodes.
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Generally, this trigger only works with creepers and TNTs since other mobs tend to not explode...
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**~onTeleport**
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```yml
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EXAMPLE_MOB:
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- Trigger the skill to execute when the mob teleports.
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Type: CREEPER
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- Generally only used for Endermen or mobs that have skills that
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Skills:
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allow them to teleport.
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# sends a message to all the players in the world
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- Can be used along with the health and chance parameters to further
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# when the mob explodes
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define when this occurs.
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- message{m=EXPLODE} @World ~onExplode
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- **- skill{s=GustOfWind} ~onTeleport <50% 1** (The mob has a
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```
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100% chance to use a GustOfWind spell when it teleports if it has
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less than 50% health)
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#### ~onTeleport
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Executes the skill when the mob teleports.
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**~onTimer:<ticks>**
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```yml
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EXAMPLE_MOB:
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- Trigger the skill to execute based on a timer.
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Type: ENDERMAN
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- The timer is in ticks so 20 ticks equates to 1 second.
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Skills:
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- Care must be taken when using the Timer trigger as skills that are
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# sends a message to all the players in the world
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not properly designed can potentially lead to server or client side
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# when the mob teleports
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performance issues. Skills with particularly low timers that call
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- message{m=TELEPORT} @World ~onTeleport
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complex syntax can cause server side performance issues, while large
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```
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count particle effects and other graphic intensive things can lead
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to potential client side performance issues.
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#### ~onTimer:[tick(s)]
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- **- skill{s=SingleTargetFire} ~onTimer:200** (The mob will use the
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Executes the skill every *n<sup>th</sup>* ticks. Ticks can't be zero and 20 ticks is equal to 1 second.
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SingleTargetFire skill every 10 seconds)
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**Care must be taken when using this trigger as it can lead to server/client performance issues.**
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**i.e. large amounts of particle effects can cause client lag, or can kick the client from the server**
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**~onPlayerKill**
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```yml
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EXAMPLE_MOB:
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- Trigger the skill to execute when the mob kills a player character.
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Type: CHICKEN
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- Can be used along with the health and chance parameters to further
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Skills:
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define when this occurs.
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# sends a message to all the players in the world every 0.05 seconds
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- **- skill{s=BossRegen} ~onPlayerKill >0 1** (The mob has a 100%
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- message{m=TIMER every tick (0.05 seconds)} @World ~onTimer:1
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chance to use the BossRegen spell when it kills a player)
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# sends a message to all the players in the world every 2 seconds
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- message{m=TIMER every 40 ticks (2 seconds)} @World ~onTimer:40
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**~onEnterCombat**
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```
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- Trigger the skill to execute when the mob enters combat.
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#### ~onPlayerKill
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- This trigger will only work when ThreatTables are enabled.
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Executes the skill when the mob kills a player.
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- **- skill{s=BuffSelf} ~onEnterCombat >0 1** (The mob has a 100%
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```yml
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chance to use the BuffSelf skill when it enters combat with a player
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EXAMPLE_MOB:
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or mob)
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Type: CHICKEN
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Skills:
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**~onDropCombat**
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# sends a message to all the players in the world
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# when the mob kills a player
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- Trigger the skill to execute when the mob drops combat.
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- message{m=PLAYER KILLED} @World ~onPlayerKill
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- This trigger will only work when ThreatTables are enabled.
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```
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- **- skill{s=BossRegen} ~onDropCombat >0 1** (The mob has a 100%
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chance to use the BossRegen skill when it drops combat with a player
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#### ~onEnterCombat
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or mob)
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Executes the skill when the mob enters combat. **REQUIRES [ThreatTables](/Mobs/ThreatTables) to be enabled**
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```yml
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**~onChangeTarget**
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EXAMPLE_MOB:
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Type: CHICKEN
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- Trigger the skill to execute when the mob changes target.
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Modules:
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- This trigger will only work when ThreatTables are enabled.
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ThreatTable: true
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- **- skill{s=Charge} ~onChangeTarget >0 1** (The mob has a 100%
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Skills:
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chance to use the Charge skill when it changes targets)
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# sends a message to all the players in the world
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# when the mob enters combat
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**~onInteract**
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- message{m=ENTERED COMBAT} @World ~onEnterCombat
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```
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- Trigger the skill to execute when the player interacts with them
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(right-clicks on them).
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#### ~onDropCombat
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- **- skill{s=QuestDialogue} ~onInteract >0 1** (The mob has a
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Executes the skill when the mob drops combat. **REQUIRES [ThreatTables](/Mobs/ThreatTables) to be enabled**
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100% chance to use the QuestDialogue skill when the player interacts
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```yml
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or right-click on it)
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EXAMPLE_MOB:
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Type: CHICKEN
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**~onSignal** or **~onSignal:[signal]**
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Modules:
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ThreatTable: true
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- Trigger the skill to execute when the mob receives a specific signal from the Signal mechanic.
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Skills:
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- Useful for skills that require communication between mobs or from a
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# sends a message to all the players in the world
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player to a mob [2].
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# when the mob enters combat
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- See
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- message{m=DROPPED COMBAT} @World ~onDropCombat
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[signal-skill](/skills/mechanics/signal)
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```
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page.
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#### ~onChangeTarget
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**~onShoot**
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Executes the skill when the mob changes target. **REQUIRES [ThreatTables] to be enabled**
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```yml
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- Trigger the skill to execute when the mob fires a projectile
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EXAMPLE_MOB:
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(Ghast/Blaze Fireballs).
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Type: CHICKEN
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- **- skill{s=ExplodeParticles} ~onShoot >0 1** (The mob has a
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Modules:
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100% chance to use the ExplodeParticles skill when it fires a
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ThreatTable: true
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projectile)
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Skills:
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# sends a message to all the players in the world
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[1] 20 ticks = 1 second
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# when the mob's target changes
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- message{m=Target Changed} @World ~onChangeTarget
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[2] players can communicate signals to mobs by using the
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```
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mythicmobs-command /mm signal <uuid> <signal> |
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\ No newline at end of file |
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#### ~onInteract
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Executes the skill when a player interacts with, or *right-clicks*, the mob.
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```yml
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EXAMPLE_MOB:
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Type: CHICKEN
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Skills:
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# sends a message to all the players in the world
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# when a player right-clicks the mob
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- message{m=INTERACTED} @World ~onInteract
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```
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#### ~onSignal:[signal]
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Executes the skill when the mob receives a signal from the [signal](/Skills/mechanics/signal) mechanic.
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A signal must be alphanumeric.
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```yml
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EXAMPLE_MOB:
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Type: CHICKEN
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Skills:
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# sends a signal to all mythicmob entity in a radius of 64 blocks
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# when a player right-clicks the mob
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- signal{s=MOO_FOR_ME} @EIR{r=64} ~onInteract
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```
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```yml
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DUMMY_MOB:
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Type: COW
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Skills:
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# sends a message to all the players in the world
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# when the mob receives a "MOO_FOR_ME" signal
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- message{m=MOO} @World ~onSignal:MOO_FOR_ME
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```
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#### ~onShoot
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Executes the skill when the mob shoots a projectile.
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For example, skeletons with bows will shoot arrows; ghasts, blazes, or ender dragon will shoot some type of fireball.
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```yml
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EXAMPLE_MOB:
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Type: SKELETON
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Skills:
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# sends a message to all the players in the world
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# when the skeleton shoots from a bow
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- message{m=I SHOT AN ARROW} @World ~onShoot
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```
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#### ~onBreed
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Executes the skill when the mob breeds with another mob.
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This trigger has `@Father` and `@Mother` targeters.
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```yml
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EXAMPLE_MOB:
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Type: CHICKEN
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Skills:
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# sends a message to all the players in the world
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# when the mob breeds
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- message{m=LET'S GET THIS BREAD} @World ~onBreed
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```
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#### ~onTame
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Executes the skill when the player tames the mob.
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```yml
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EXAMPLE_MOB:
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Type: WOLF
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Skills:
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# sends a message to all the players in the world
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# when a player tames the mob
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- message{m=I GOT TAMED} @World ~onTame
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```
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#### ~onCreeperCharge
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Executes the skill when the mob, must be a creeper, is charged.
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```yml
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EXAMPLE_MOB:
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Type: CREEPER
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Skills:
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# sends a message to all the players in the world
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# when the mob gets charge
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- message{m=CHARGED} @World ~onCreeperCharge
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```
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#### ~onPrime
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Executes the skill when the mob, must be a creeper, is primed
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```yml
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EXAMPLE_MOB:
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Type: CREEPER
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Skills:
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# sends a message to all the players in the world
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# when the mob is primed
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- message{m=OOO I'M GONNA EXPLODE} @World ~onChangeTarget
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```
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#### ~onTrade
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Executes the skill when the villager trades with a player.
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```yml
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EXAMPLE_MOB:
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Type: VILLAGER
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Skills:
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# sends a message to all the players in the world
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# when the mob's target changes
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- message{m=TRADED} @World ~onTrade
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``` |