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## Description
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## Description
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The missile skill is similar to the projectile skill. Missiles however
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The missile mechanic is similar to the projectile mechanic and can use any of the [Projectile's Inheritable Attributes](skills/mechanics/projectile#inheritable-attributes).
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are homing and will track down their targets. The available syntax is
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Missiles however are homing and will track down their targets.
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very similar to that of the projectile skill, too, but has some distinct
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differences. **Missiles cannot be summoned as the "METEOR"-type and cannot
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hug the surface**.
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However you can edit the inertia, add an onStart-skill and specify wether or not the missiles can only hit their targets.
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Missiles can target both a location and an entity.
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Missiles can target both a location and an entity.
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... | @@ -12,29 +8,6 @@ Missiles can target both a location and an entity. |
... | @@ -12,29 +8,6 @@ Missiles can target both a location and an entity. |
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| Attribute | Aliases | Description | Default |
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| Attribute | Aliases | Description | Default |
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|-----------|-----------|----------------------------------------------------------------------|---------|
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|-----------|-----------|----------------------------------------------------------------------|---------|
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| Inertia | in | Sets the "turning-rate" of the missile. Lower values make the missile turn around faster. Use big numbers (10-100) when trying to make your missiles turn slowly. | 1.5 |
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| Inertia | in | Sets the "turning-rate" of the missile. Lower values make the missile turn around faster. Use big numbers (10-100) when trying to make your missiles turn slowly. | 1.5 |
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| onStart | oS | Meta-Skill executed when the projectile starts | |
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| onTick | oT |Meta-Skill executed every \[interval\] ticks at the projectile's origin location|
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| onEnd | oE | Meta-Skill executed when the projectile ends | |
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| onHit | oH | Meta-Skill executed when the projectile hits something. Targets hit are inherited by the meta-skill | |
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| Interval | int, i | How often (in ticks) the projectile update | 4 |
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| HorizontalRadius | hRadius, hR, r | The horizontal radius entities will be hit in around the projectile | 1.25 |
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|VerticalRadius | vRadius, vR | The vertical radius entities will be hit in around the projectile |Horizontal Radius |
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| MaxDuration | md | The max duration (in ticks) the projectile will persist | 100 |
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| MaxRange | mr | The maximum range (in blocks) the projectile will travel | 40 |
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| Velocity | v | The velocity of the projectile | 5 |
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| StartYOffset | syo | Lets you offset where on the casting mob the projectile shoots from | 1 |
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| StartFOffset | sfo | How far in front of the mob the projectile starts | 1 |
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| TargetYOffset| tyo | Lets you offset where on the target the projectile shoots at | 1 |
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| HitPlayers | hp | If the missile should hit players | true |
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| HitNonPlayers| hnp | If the missile should hit non player entities | false |
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| HitTarget | ht | If the missile should be able to hit its target | true |
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| HitTargetOnly| | If the missile should be able to hit **only** its target | true |
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| StopAtEntity | sE | Whether the projectile will stop upon hitting a targetable entity | true |
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| StopAtBlock | sB | Whether the projectile will stop upon hitting an opaque block | true |
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| PowerAffectsRange |par| Whether a mob's [power level](/mythiccraft/MythicMobs/-/wikis/Mobs/Power) affects the projectile's range | true |
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| PowerAffectsVelocity|pav| Whether a mob's [power level](/mythiccraft/MythicMobs/-/wikis/Mobs/Power) affects the projectile's velocity | true |
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| fromOrigin | fo | Whether the missile should start from its origin | false |
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| hitConditions | | A list of conditions that a target must meet in order for the projectile to be able to hit it. See the [projectile](/mythiccraft/MythicMobs/-/wikis/skills/mechanics/projectile) mechanic for more info. **Premium Only** Mechanic | |
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| Bounces | bounce | Should the projectile bounce. Bounce radius depends on the projectile's hitbox. **Premium Only**. | false |
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| Bounces | bounce | Should the projectile bounce. Bounce radius depends on the projectile's hitbox. **Premium Only**. | false |
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| BounceVelocity | bv | Every time the projectile bounces, its velocity will be multiplied by this value. **Premium Only** . | 0.9 |
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| BounceVelocity | bv | Every time the projectile bounces, its velocity will be multiplied by this value. **Premium Only** . | 0.9 |
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| HugSurface| hs | Whether or not the projectile should move along the ground. | false |
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| HugSurface| hs | Whether or not the projectile should move along the ground. | false |
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... | @@ -44,6 +17,8 @@ Missiles can target both a location and an entity. |
... | @@ -44,6 +17,8 @@ Missiles can target both a location and an entity. |
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| MaxDropHeight | mdh | The number of attempts the projectile will make to **decrease** its y-location before terminating itself, when the projectiles is "hugging" either a block or a liquid | 10 |
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| MaxDropHeight | mdh | The number of attempts the projectile will make to **decrease** its y-location before terminating itself, when the projectiles is "hugging" either a block or a liquid | 10 |
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| highAccuracyMode | ham| Whether to use high-accuracy mode, which raytraces every tick to ensure the projectile cannot ever go through anything. Values can be `true`, `false`, `PLAYERS_ONLY` | PLAYERS_ONLY |
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| highAccuracyMode | ham| Whether to use high-accuracy mode, which raytraces every tick to ensure the projectile cannot ever go through anything. Values can be `true`, `false`, `PLAYERS_ONLY` | PLAYERS_ONLY |
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> This mechanic inherits every inheritable attribute of the [Projectile](skills/mechanics/projectile#inheritable-attributes) mechanic
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## Examples
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## Examples
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This example shoots a missile that looks like a thin trail of flames
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This example shoots a missile that looks like a thin trail of flames
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with a high turning rate. It bursts into a powerful explosion upon
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with a high turning rate. It bursts into a powerful explosion upon
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