Using the script keyframe, you can now call MM skills or MEG commands at the exact animation frame. You can add new
script keyframes by opening the effects timeline within Blockbench.
Afterward, add a new keyframe on the Instructions timeline. Instead of the normal XYZ input, you will see an input
called Script.
MM Skills
You can call any custom-defined MM skills by using the prefix mm:
and the skill name. For example:
Primary_5:
Skills:
- message{m="Get punched";audience=world} @self
- explode @ModelPart{m=dr_axis;p=attack_point}
You can even use Skill Parameters
within keyframes.
Primary_5:
Skills:
- message{m=<skill.dialogue>;audience=world} @self
- explode @ModelPart{m=dr_axis;p=attack_point}
MEG Commands
MEG Commands are, by design, structurally very similar to MM mechanics. Currently, we have 7 commands. All commands will only target the model you are editing.
changeparent
Attribute | Description | Type |
---|---|---|
parent | The new parent bone | String |
child | The bone being re-parented | String |
partvis
Attribute | Description | Type |
---|---|---|
part | The affected bones | String |
visible | Is the bone visible | Boolean |
exact | Does the bone name need to match exactly | Boolean |
tint
Attribute | Description | Type |
---|---|---|
part | The affected bones | String |
color | Is the bone visible | Hex Color |
exact | Does the bone name need to match exactly | Boolean |
damage | Is this command modifying the damage color | Boolean |
enchant
Attribute | Description | Type |
---|---|---|
part | The affected bones | String |
enchant | Is the bone enchanted | Boolean |
exact | Does the bone name need to match exactly | Boolean |
tag
Attribute | Description | Type |
---|---|---|
part | The affected bone | String |
tag | The displayed string | String |
visible | Is the tag visible | Boolean |
changepart
Attribute | Description | Type |
---|---|---|
part | The affected bone | String |
nmodel | Model ID of the new bone model | String |
npart | New bone ID | String |
remap
Attribute | Description | Type |
---|---|---|
model | Model ID of the source model | String |
map | Model ID of the mapping (optional) | String |
To use a MEG command, you just enter it like using them as a normal mechanic.
Multiline scripts
You can write multiple lines of scripts into a single keyframe, and you can also mix and match different script types.
This keyframe would run the MM Skill that plays the dialogue and effect first, then the MEG command to enchant the arm
bone.
Using Animation Variables
Finally, you can make use of the Variable Placeholder system provided by Blockbench itself. This system is also
extremely similar to MM's variable system, and it works on both MM skills and MEG commands.