The following is a list of Skills that might result to be of use
Table of contents:
General Rules
- NEVER test ANYTHING while in creative mode
- Always read the wiki page of what you are using in depth
- Always keep your plugins updated
- Make sure you are on a supported version. You can check that by doing
/mm version
- Using ChatGPT to get configurations is a truly bad idea. Don't do that. Ever.
Mobs
Overrides
My PILLAGER override is not giving bad omen
This is a common issue. To fix this, consider adding the following skill to your PILLAGER mob override:
Skills:
- skill{s=[
- potion{t=BAD_OMEN;l=4;d=120000} ?~haspotioneffect{t=BAD_OMEN;l=3to4}
- potion{t=BAD_OMEN;l=3;d=120000} ?~haspotioneffect{t=BAD_OMEN;l=2}
- potion{t=BAD_OMEN;l=2;d=120000} ?~haspotioneffect{t=BAD_OMEN;l=1}
- potion{t=BAD_OMEN;l=1;d=120000} ?~haspotioneffect{t=BAD_OMEN;l=0}
- potion{t=BAD_OMEN;l=0;d=120000}
]} @trigger ~onDeath ?~isPlayer ?wearing{m=WHITE_BANNER}
Skills
Chat Messages
I want to warn every player that a mob has spawned
The Placeholders wiki page contains one such example.Items
Drops & DropTables
Multiple Drops
Let every player that took part in the fight receive a drop
This can be done by enabling the mob's ThreatTable Module and by executing the following mechanic when the mob dies:
Skills:
- dropitem{i=droptable_name} @ThreatTablePlayers ~onDeath
In this manner, the mob will drop the droptable named droptable_name
to every player in the mob Threat Table, effectively dropping it to every player that engaged the mob in combat
Let only the X players who dealt the most damage receive a drop
This can be done by enabling the mob's ThreatTable Module and by executing the following mechanic when the mob dies:
Skills:
- dropitem{i=droptable_name} @ThreatTablePlayers{limit=X;sort=HIGHEST_THREAT} ~onDeath
Where X is the number of top players you want being able to receive the drop.
While this method is not necessarily precise (threat can decay, among other things) it's extremely simple to implement and the precision is in an acceptable range
Specific Drops
Let only the player who dealt the most damage receive a drop
This can be done by enabling the mob's ThreatTable Module and by executing the following mechanic when the mob dies:
Skills:
- dropitem{i=droptable_name} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT} ~onDeath
While this method is not necessarily precise (threat can decay, among other things) it's extremely simple to implement and the precision is in an acceptable range
Let the top X players who dealt the most damage receive specific drops
This can be done by enabling the mob's ThreatTable Module and by executing the following mechanic when the mob dies:
Skills:
- skill{s=[
- skill{s=[
- dropitem{i=droptable_name_1}
- threat{mode=reset}
]} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT}
- skill{s=[
- dropitem{i=droptable_name_2}
- threat{mode=reset}
]} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT}
- skill{s=[
- dropitem{i=droptable_name_3}
- threat{mode=reset}
]} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT}
]} ~onDeath
This way, the droptable droptable_name_1
will be dropped to the player that dealt the most damage, droptable_name_2
to the one that dealt the second most damage and so on.
This happens because every time the inline skill
- skill{s=[
- dropitem{i=droptable_name_1}
- threat{mode=reset}
]} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT}
is called, a droptable is given to the top threat, and then the threat against that target is removed, making the "next in line" to be considered the top threat holder.
So, in order to drop something specific to the drop 10 instead of the top 3, you just have to repeat that segment over and over.
If you have MythicMobs Premium, something like the following becomes possible
Skills:
- skill{s=[
- skill{s=[
- dropitem{i=droptable_name_<skill.var.itr>}
- threat{mode=reset}
]} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT}
];repeat=X;repeatInterval=1} ~onDeath
would also work, with X being the number of players you want to give the reward with minus one (so for top 10, X would be 9) and each player is given a droptable named droptable_name_Y
, where Y is their place in the "leaderboard" (so first place would receive droptable_name_1, second place droptable_name_2 and so on)
Drop items to the last player that hit the mob
In this case, you will need to set a variable on the mob every time it is hit only if the trigger is a Player. Then, onDeath, you can use a UUID targeter to drop a specific item to whoever the variable is memorizing. This way, even if the mob dies for some other causes (Fire damage, Fall damage etc.), a player will always be selected for the drop, and is, as such, far more stable than dropping an item onDeath to the trigger.
Skills:
- setvariable{var=caster.lastplayer;type=STRING;val=<trigger.uuid>} @self ~onDamaged ?~isPlayer
- dropitem{...} @UUID{u="<caster.var.lastplayer>"} ~onDeath ?variableisset{var=caster.lastplayer}