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  • orbital

Last edited by Lxlp 2 months ago
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orbital

Mechanic: Orbital

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 Value
onStart oS Meta-Skill executed when the orbital first starts. None
onTick oT Meta-Skill executed every [interval] ticks at the orbital's origin location. None
onHit oH Meta-Skill executed when the projectile hits something. Targets hit are inherited by the meta-skill. None
onEnd oE Meta-Skill executed when the projectile ends. None
AuraName buffName, debuffName Optional name, required to use associated mechanics & conditions that reference a specific aura. None
Charges c If set, the orbital will stop after firing this many times. 0
Duration d The max duration (in ticks) the orbital will persist. 100
Interval i How often (in ticks) the orbital updates its position 4
Radius r The radius of the orbit around the target. 4
HitRadius hr The radius around the orbital that something will be hit. 1
VerticalHitRadius vhr, vr The radius around the orbital that something will be hit. 1
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
XRotation 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
YRotation 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
ZRotation 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
XOffset ox Offsets the orbital along the X axis of the target. 0
YOffset oy Offsets the orbital along the Y axis of the target. 0
ZOffset oz 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
HitPlayers hp Whether can hit players. true
HitNonPlayers hnp Whether can hit non players. false
HitSelf hs Whether can hit caster. false
CancelOnGiveDamage cogd Whether end after given damage to other entities. false
CancelOnTakeDamage cotd Whether end after taken damage from other entities. false
CancelOnDeath cod Whether end after caster death. true
CancelOnTeleport cot Whether end after caster teleported. false
CancelOnChangeWorld cocw Whether end after caster join other world. false
CancelOnSkillUse cosu Whether end after caster spell a skill. false
CancelOnQuit coq whether end after caster quit. true

Special Notes

For the onStart Skill: 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.

For the onTick Skill: 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.

For the onHit Skill: 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.

For the onEnd Skill: 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

ExampleMob:
  Type: ZOMBIE
  Skills:
  - skill{s=IceShield} @self ~onDamaged 0.2
  - skill{s=IceShield-Remove} @self ~onSignal:REMOVESHIELD
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
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