Description
Remap a new model to the current model, part by part.
This is useful for doing "phase change" of a model if both model shares the same structure.
Where instead removing the model and adding a new one, this method would just replace the
bone models of the current model.
If a part is not found, it will remain unchanged.
Attributes
Attribute | Aliases | Description | Type | Default |
---|---|---|---|---|
modelid | m, mid, model | Targeted model | String | |
newmodelid | n, nid, newmodel | The model being used to remap the targeted model | String | |
map | The model used to map newmodel to model. If this is set, all bones (including ghost bones) will be used to map the model. Otherwise, newmodel would be used and only renderer bones are used. |
String |
Examples
Boss enrage under 50% HP:
This will change the model into its enraged counterpart when its HP is under 50%.
Skills:
- model{m=boss} @self ~onSpawn
- remapmodel{m=boss;n=boss_enraged} @self ~onDamaged =50%
Equipment change on signal:
When receiving a signal, the mob will use the equipment model to remap its model using the mapping of a specific set of equipment.
In this scenario, let's assume boss_equipment
contains a full set of diamond gear for the model boss
, and boss_upper_body
contains ghost bones that matches the helmet
, chestplate
and sword
of boss_equipment
.
After remapping, the boss will have a new helmet, chestplate and sword model, but not leggings and boots.
Skills:
- model{m=boss} @self ~onSpawn
- remapmodel{m=boss;n=boss_equipment;map=boss_upper_body} @self ~onSignal:UPPER_BODY
Aliases
- remap