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  • damage

Last edited by Lxlp 2 months ago
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damage

Description

Damages the targeted entity.

Attributes

Attribute Aliases Description Default
amount a The amount of damage to deal 1
ignoreArmor ia, i Whether or not to ignore armor, but will still use enchantment modifiers when calculating total damage false
preventknockback pkb, pk Whether or not to prevent knockback false
preventimmunity pi Whether or not to ignore immunities false
element e, damagetype, type Sets the type of damage to be inflicted
damagecause dc, cause Sets the damage cause for this damage mechanic.
(This option is only available for 1.17+)
entity_attack
ignoreenchantments ignoreenchants, ie Whether or not to ignore enchantments when calculating total damage.
(This option is only available for 1.19+)
false
noanger na Whether or not to generate anger when damaging the entity false
ignoreinvulnerability ignoreinvulnerable, ii Whether or not to ignore invulnerability false
ignoreshield is Whether or not to ignore the shield blocking on the target false
damageshelmet dh Whether or not the helmet should be damaged false
ignoreeffects ieff Whether or not effects should be ignored false
ignoreresistance ir Whether or not resistance should be ignored false
tags Allows you to specify any number of arbitrary tags on any damage mechanics using tags=THIS,THAT etc. (5.4.0) NONE

DamageCause

This attribute is only available in newer MM 5.0 builds. All available damage causes can be found on spigot javadocs

Note: Only entity_attack, entity_sweep_attack, thorns, sonic_boom, entity_explosion, and projectile will return an entity damager, meaning that <trigger.name> will not return "Unknown".

Elements

As seen above, the damage mechanic offers the ability to set an "element" for the damage, like so:

- damage{amount=10;element=FIRE} @target ~onUse
- damage{amount=10;element=ICE} @target ~onUse

This element can be named anything, and can be used in a mob's DamageModifiers to alter resistance to the damage type as needed:

DamageModTest: 
  Type: COW 
  DamageModifiers:
  - LIGHTNING 0.1
  - FIRE 2.0
  - AIR 1.0
  - ICE 0.5 
  Skills:
  - message{m="Damaged by <skill.var.damage-type> for <skill.var.damage-amount>"} @PIR{r=50} ~onDamaged

These options can also be used in the "onDamaged" aura, using the damageMods="FIRE 0.5" attribute.

Examples

  Skills:
  - damage{amount=20;ignoreArmor=true} @target ~onTimer:20
# Damage tags (5.4.0)
- damage{amount=5;tags=WITCHCURSES}
This allows you to set any tag you want on this type of damage to be used with conditions.
FreezeBlast:
  Skills:
  - effect:sound{s=block.fire.extinguish;v=1;p=0.5} @PIR{r=6}
  - effect:particles{p=explode;a=8;vs=0.5;hs=0.5;s=0;y=1;repeat=5;repeatInterval=20} @PIR{r=6}
  - effect:particles{p=drip_water;a=10;vs=0.5;hs=0.5;s=0;y=1;repeat=5;repeatInterval=20} @PIR{r=6}
  - potion{t=SLOW;d=120;l=6} @PIR{r=6}
  - damage{a=120;pkb=true} @PIR{r=6}

A more complex use of the damage mechanic can give illusions of say Ice attacks like the example above. Which uses effects to make the targets of the mob appear as if they were frozen by using particles (On a repeating interval to create a sort of lingering frost effect as well) and inflicting Slowness level 7 (which is -105% movement speed.) slowing the mob to a halt. Additionally, the mechanic inflicts 120 damage (60 hearts) to players within 6 blocks.

Premium Example

  Skills:
  - damage{amount=<caster.var.somevariable> * 0.5 + 1} @target ~onTimer:20

This skill above does "<caster.var.somevariable> * 0.5 + 1" damage if the varibute: <caster.var.somevariable>'s value is 5,this mechaine will does 3.5 damage

Aliases

  • d
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