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Mechanic: Missile
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## Description
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=================
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The missile skill is similar to the projectile skill. Missiles however
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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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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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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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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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hug the surface**.
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and specify wether or not the missiles can only hit their targets.
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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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**Added in 4.10**
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* Missiles can now target locations
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* Added targetYoffset to missile mechanic
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Attributes
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----------
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<table>
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## Attributes
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<thead>
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| Attribute | Aliases | Description | Default |
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<tr class="header">
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|-----------|-----------|----------------------------------------------------------------------|---------|
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<th>Attribute</th>
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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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<th>Aliases</th>
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| onStart | oS | Meta-Skill executed when the projectile starts | |
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<th>Description</th>
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| onTick | oT |Meta-Skill executed every \[interval\] ticks at the projectile's origin location|
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<th>Default Value</th>
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| onEnd | oE | Meta-Skill executed when the projectile ends | |
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</tr>
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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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</thead>
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| Interval | int, i | How often (in ticks) the projectile update | 4 |
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<tbody>
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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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<tr class="odd">
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|VerticalRadius | vRadius, vR | The vertical radius entities will be hit in around the projectile |Horizontal Radius |
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<td>Inertia</td>
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| MaxDuration | md | The max duration (in ticks) the projectile will persist | 100 |
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<td>in</td>
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| MaxRange | mr | The maximum range (in blocks) the projectile will travel | 40 |
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<td><br />
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| Velocity | v | The velocity of the projectile | 5 |
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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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| StartYOffset | syo | Lets you offset where on the casting mob the projectile shoots from | 1 |
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<td>1.5</td>
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| StartFOffset | sfo | How far in front of the mob the projectile starts | 1 |
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</tr>
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| TargetYOffset| tyo | Lets you offset where on the target the projectile shoots at | 1 |
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<tr class="even">
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| HitPlayers | hp | If the missile should hit players | true |
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<td>onTick</td>
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| HitNonPlayers| hnp | If the missile should hit non player entities | false |
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<td>oT</td>
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| HitTarget | ht | If the missile should be able to hit its target | true |
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<td>Meta-Skill executed every [interval] ticks at the projectile's origin location.</td>
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| HitTargetOnly| | If the missile should be able to hit **only** its target | true |
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<td>None</td>
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| StopAtEntity | sE | Whether the projectile will stop upon hitting a targetable entity | true |
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</tr>
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| StopAtBlock | sB | Whether the projectile will stop upon hitting an opaque block | true |
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<tr class="odd">
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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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<td>onHit</td>
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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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<td>oH</td>
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| fromOrigin | fo | Whether the missile should start from its origin | false |
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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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| 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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<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="Mobs/Power">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="Mobs/Power">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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<tr class="odd">
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<td> hitConditions </td>
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<td> </td>
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<td> A list of conditions that a target must meet in order for the projectile to be able to hit it. See the <a href="/skills/mechanics/projectile">projectile</a> mechanic for more info. <b>Premium Only</b> Mechanic</td>
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<td> </td>
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</tr>
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</tbody>
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</table>
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Examples
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--------
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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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hitting its target.
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hitting its target.
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```yaml
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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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```
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```yaml
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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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# Mob File
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Homer_TICK:
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Mob:
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Skills:
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Type: ZOMBIE
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- effect:particles{p=flame;a=1} @origin
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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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Homer_HIT:
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Skills:
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Skills:
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- effect:particles{p=lava;a=50;hS=1;vS=1}
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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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- effect:sound{s=entity.generic.explode;v=1;p=0}
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- damage{a=1337;i=false} |
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- damage{a=1337;i=false}
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\ No newline at end of file |
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``` |
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\ No newline at end of file |