Description
The Orbital skill fires a special type of
projectile that will orbit around the
target and can also act as an Aura, inheriting all of its attributes. Like the
projectile, it will trigger other skills on anyone that is hit by it
during its orbit.
Much like projectile, it's great for creating complex skills, such as a
fire shield, and is a very complex skill to master.
Added projectile bullets to Orbital in MM 4.11. See how to use them on the projectiles mechanic page.
Attributes
Attribute | Aliases | Description | Default |
---|---|---|---|
onHit | oH, onhitskill | Meta-Skill executed when the projectile hits something. Targets hit are inherited by the meta-skill | |
radius | r | The radius of the orbit around the target | 4 |
hitRadius | hr | The radius around the orbital in which targets can be hit | 1 |
verticalHitRadius | vhr, vr | The y component of the hitradius | hitradius |
points | p | How many "points" that comprise the circle that makes up the orbit. More points will make the circle more defined, but will also increase the time it takes to complete an orbit | 32 |
startingpoint | sp | The starting step of the orbital aura | 0 |
tickinterpolation | interpolation, ti | Interpolates additional points between each tick of the projectile, running onTick multiple times | 0 |
rotationx | rotx, rx | Rotates the orbital along the X axis. Rotation is done in radians, i.e. 3.14 is half a rotation, 6.28 is a full rotation |
0 |
rotationy | roty, ry | Rotates the orbital along the Y axis. Rotation is done in radians, i.e. 3.14 is half a rotation, 6.28 is a full rotation | 0 |
rotationz | rotz, rz | Rotates the orbital along the Z axis. Rotation is done in radians, i.e. 3.14 is half a rotation, 6.28 is a full rotation | 0 |
offsetx | ox, offx | Offsets the orbital along the X axis of the target | 0 |
offsety | oy, offy | Offsets the orbital along the Y axis of the target | 0 |
offsetz | oz, offz | Offsets the orbital along the Z axis of the target | 0 |
angularVelocityX | avx, vx | Modifies the angular velocity of the orbital on the X axis | 0 |
angularVelocityY | avy, vy | Modifies the angular velocity of the orbital on the Y axis | 0 |
angularVelocityZ | avz, vz | Modifies the angular velocity of the orbital on the Z axis | 0 |
rotate | Whether the orbital should rotate | true | |
reversed | reverse, backwards | Whether the orbital should rotate in the opposite direction | false |
hitPlayers | hp | Whether can hit players | true |
hitNonPlayers | hnp | Whether can hit non players | false |
hitSelf | hs | Whether can hit caster | false |
hugsurface | hs | Whether or not the orbital should move along the ground | false |
hugliquid | hugwater, huglava | Whether using hugSurface will also make the orbital move on top of liquids |
false |
heightfromsurface | hfs | How high above the surface the orbital should glide if HugSurface is set to true
|
0.5 |
maxclimbheight | mch | The number of attempts the projectile will make to increase its y-location by 1 before terminating itself, when the projectiles is "hugging" either a block or a liquid | 3 |
maxdropheight | mdh | The number of attempts the projectile will make to decrease its y-location by 1 before terminating itself, when the projectiles is "hugging" either a block or a liquid | 10 |
bullettype | bullet, b | The Projectile Bullet Type. Also makes the orbital inherits every related attribute | NONE |
castAsOrbital | cao | Whether the metaskills should be casted by the orbital itself rather than from the caster, as Projectiles do | false |
This mechanic inherits every attribute of the Aura mechanic
onStart Attribute
onStart skills work in a special way - any buff or "special effect" mechanics fired by onStart that have a duration (such as ParticleTornado) will attach to the projectile for their duration, which allows for some interesting effects.
onTick Attribute
Using the @origin targeter will cause any skills or effects to target the projectile's location. This is the intended way to configure how the projectile looks.
onHit Attribute
Any targets the projectile hits are passed to the skill inherently. Any targeters you put in the onHit skill will override these and cause your skill to likely not work as you intend.
onEnd Attribute
Special effects for the projectile's end also use @origin. Also, If you want entities near the end-point of the projectile to be hit in a certain way (such as a final large fireball explosion) you can use the @PlayersNearOrigin{r=[radius]} targeter.
Examples
This example puts an icy-looking orbital shield around the mob when it is hit sometimes, that will last for 10 seconds or until it is triggered once:
# Mob File
Mob:
Type: SKELETON
Skills:
- skill{s=IceShield} @self ~onDamaged 0.2
# Skills File
IceShield:
Skills:
- orbital{onTick=IceShield-Tick;onHit=IceShield-Hit;points=20;interval=1;duration=200;charges=1}
IceShield-Tick:
Skills:
- effect:particles{p=snowballpoof;amount=20;speed=0;hS=0.2;vS=0.2} @origin
IceShield-Hit:
Skills:
- damage{a=10}
- potion{type=SLOW;duration=100;lvl=2}
This example shows how the orbital can be removed via the Auraremove mechanic.
The mob ExampleMob
create the shield from the previous example once it gets damaged with a 20% chance, but unlike the previous example this time the orbital also has an auraName attribute. When the mob receives a REMOVESHIELD signal, he will both remove the orbital via the auraremove mechanic and the orbital's auraName while also sending a SHIELDREMOVED signal back to the trigger of the metaskill
# Mob File
ExampleMob:
Type: ZOMBIE
Skills:
- skill{s=IceShield} @self ~onDamaged 0.2
- skill{s=IceShield-Remove} @self ~onSignal:REMOVESHIELD
# Skills File
IceShield:
Skills:
- orbital{
auraName=IceShield;
onTick=IceShield-Tick;onHit=IceShield-Hit;points=20;interval=1;duration=200;charges=1}
IceShield-Remove:
Skills:
- auraremove{aura=IceShield}
- signal{s=SHIELDREMOVED} @trigger
Aliases
- o