Skip to content

GitLab

  • Projects
  • Groups
  • Snippets
  • Help
    • Loading...
  • Help
    • Help
    • Support
    • Community forum
    • Submit feedback
    • Contribute to GitLab
  • Sign in
MythicMobs MythicMobs
  • Project overview
    • Project overview
    • Details
    • Activity
  • Issues 132
    • Issues 132
    • List
    • Boards
    • Labels
    • Service Desk
    • Milestones
  • Operations
    • Operations
    • Incidents
  • Analytics
    • Analytics
    • Repository
    • Value Stream
  • Wiki
    • Wiki
  • Members
    • Members
  • Activity
  • Create a new issue
  • Issue Boards
Collapse sidebar
  • MythicCraft
  • MythicMobsMythicMobs
  • Wiki
    • Skills
    • Mechanics
  • orbital

Last edited by Lxlp 2 months ago
Page history
This is an old version of this page. You can view the most recent version or browse the history.

orbital

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
Clone repository
Home
Changelogs
Premium Features
Commands and Permissions
Mythic Add-ons
Compatible Plugins
API Information
Guides
  • Troubleshooting
  • FAQ / Common Issues
  • Examples
Packs
Mobs
  • Mob Options
    • Display Options
  • Mob Levels
  • Mob Factions
  • Power Scaling
  • Damage Modifiers
  • Equipment
  • BossBar
  • Custom AI
  • Custom Kill Messages
  • Threat Tables
  • Immunity Tables
  • Templates
  • Vanilla Overrides
  • Extra: Disguises
  • Extra: ModelEngine
Skills
  • Mechanics
  • Targeters
    • Filters
  • Triggers
  • Conditions
    • In-line conditions
  • Metaskills
  • Placeholders
  • Variables
Items
  • Options
  • Attributes
  • Enchantments
  • Potions
  • Banner Layers
  • Firework
Drops & DropTables
  • Drops
  • DropTables
  • FancyDrops
Spawning
  • Spawners
  • Random Spawns
Stats
  • Custom Stat Options
  • Modifiers
  • Built in Stats
Other
  • Particles Types
  • Audience
  • Equipment Slots
  • Pins
Technical
  • Math
  • Operations
    • Attribute Operations
    • Stats Modifiers
  • SkillTree
  • Intratick Scheduling
  • Dynamic Metaskills