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Mechanic: Missile
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=================
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*Added in version 2.2*
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The missile skill is similar to the projectile skill. Missiles however
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are homing and will track down their targets. The available syntax is
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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. However you can edit the inertia, add an onStart-skill
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and specify wether or not the missiles can only hit their targets.
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Attributes
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----------
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<table>
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<thead>
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<tr class="header">
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<th>Attribute</th>
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<th>Aliases</th>
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<th>Description</th>
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<th>Default Value</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>Inertia</td>
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<td>in</td>
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<td><br />
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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.</td>
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<td>1.5</td>
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</tr>
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<tr class="even">
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<td>onTick</td>
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<td>oT</td>
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<td>Meta-Skill executed every [interval] ticks at the projectile's origin location.</td>
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<td>None</td>
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</tr>
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<tr class="odd">
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<td>onHit</td>
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<td>oH</td>
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<td>Meta-Skill executed when the projectile hits something. Targets hit are inherited by the meta-skill.</td>
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<td>None</td>
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</tr>
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<tr class="even">
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<td>onEnd</td>
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<td>oE</td>
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<td>Meta-Skill executed when the projectile ends.</td>
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<td><br />
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None</td>
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</tr>
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<tr class="odd">
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<td>onStart</td>
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<td>oS</td>
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<td>Meta-Skill executed when the projectile starts.</td>
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<td>None</td>
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</tr>
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<tr class="even">
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<td>Interval</td>
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<td>i, int</td>
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<td>How often (in ticks) the projectile update</td>
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<td>4</td>
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</tr>
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<tr class="odd">
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<td>HorizontalRadius</td>
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<td>hRadius, hR, r</td>
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<td>The horizontal radius entities will be hit in around the projectile.</td>
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<td>1.25</td>
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</tr>
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<tr class="even">
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<td>VerticalRadius</td>
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<td>vRadius, vR</td>
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<td>The vertical radius entities will be hit in around the projectile.</td>
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<td>Horizontal Radius</td>
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</tr>
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<tr class="odd">
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<td>MaxDuration</td>
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<td>md</td>
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<td>The max duration (in ticks) the projectile will persist.</td>
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<td>100</td>
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</tr>
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<tr class="even">
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<td>MaxRange</td>
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<td>mr</td>
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<td>The maximum range (in blocks) the projectile will travel.</td>
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<td>40</td>
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</tr>
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<tr class="odd">
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<td>Velocity</td>
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<td>v</td>
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<td>The velocity of the projectile</td>
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<td>5</td>
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</tr>
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<tr class="even">
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<td>StartYOffset</td>
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<td>syo</td>
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<td>Start Y Offset - Lets you offset where on the casting mob the projectile shoots from.</td>
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<td>+1</td>
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</tr>
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<tr class="odd">
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<td>StartFOffset</td>
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<td>sfo</td>
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<td>Start Forward Offset - How far in front of the mob the projectile starts</td>
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<td>+1</td>
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</tr>
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<tr class="even">
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<td>TargetYOffset</td>
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<td>tyo</td>
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<td>Target Y Offset - Lets you offset where on the target the projectile shoots at.</td>
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<td>+1</td>
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</tr>
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<tr class="odd">
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<td>HitPlayers</td>
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<td>hp</td>
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<td></td>
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<td>true</td>
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</tr>
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<tr class="even">
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<td>HitNonPlayers</td>
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<td>hnp</td>
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<td></td>
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<td>false</td>
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</tr>
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<tr class="odd">
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<td>HitTarget</td>
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<td>ht</td>
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<td></td>
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<td>true</td>
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</tr>
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<tr class="even">
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<td>HitTargetOnly</td>
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<td></td>
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<td></td>
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<td>false</td>
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</tr>
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<tr class="odd">
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<td>StopAtEntity</td>
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<td>sE</td>
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<td>Whether the projectile will stop upon hitting a targetable entity.</td>
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<td>true</td>
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</tr>
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<tr class="even">
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<td>StopAtBlock</td>
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<td>sB</td>
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<td>Whether the projectile will stop upon hitting an opaque block.</td>
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<td>true</td>
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</tr>
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<tr class="odd">
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<td>HugSurface</td>
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<td>hs</td>
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<td>Whether or not the projectile should move along the ground.</td>
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<td>false</td>
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</tr>
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<tr class="even">
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<td>PowerAffectsRange</td>
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<td>par</td>
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<td>Whether a mob's <a href="/skills/mechanics/power_level">power level</a> affects the projectile's range.</td>
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<td>true</td>
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</tr>
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<tr class="odd">
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<td>PowerAffectsVelocity</td>
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<td>pav</td>
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<td>Whether a mob's <a href="/skills/mechanics/power_level">power level</a> affects the projectile's velocity.</td>
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<td>true</td>
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</tr>
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<tr class="even">
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<td>fromOrigin</td>
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<td>fo</td>
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<td>Whether the missile should start from its origin</td>
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<td>false</td>
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</tr>
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</tbody>
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</table>
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*"fromOrigin" was added in version 2.3*
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Examples
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--------
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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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hitting its target.
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# Mob File
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Mob:
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Type: ZOMBIE
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Skills:
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- skill{s=Homer} @target ~onTimer:100
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# Skills File
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Homer:
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Skills:
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- missile{ot=Homer_TICK;oh=Homer_HIT;v=4;i=1;hR=1;vR=1;in=0.75}
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Homer_TICK:
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Skills:
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- effect:particles{p=flame;a=1} @origin
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Homer_HIT:
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Skills:
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- effect:particles{p=lava;a=50;hS=1;vS=1}
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- effect:sound{s=entity.generic.explode;v=1;p=0}
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- damage{a=1337;i=false}
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