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[< Back to mechanic page](/Skills/Mechanics)
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## Description
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Remap a new model to the current model, part by part.<br>
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This is useful for doing "phase change" of a model if both model shares the same structure.
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Where instead removing the model and adding a new one, this method would just replace the
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bone models of the current model.<br>
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If a part is not found, it will remain unchanged.
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## Attributes
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| Attribute | Aliases | Description | Type | Default |
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|------------|------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|--------|---------|
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| modelid | m, mid, model | Targeted model | String | |
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| newmodelid | n, nid, newmodel | The model being used to remap the targeted model | String | |
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| map | | The model used to map newmodel to model.<br>If this is set, all bones (including ghost bones) will be used to map the model.<br> Otherwise, newmodel would be used and only renderer bones are used. | String | |
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## Examples
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#### Boss enrage under 50% HP:
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This will change the model into its enraged counterpart when its HP is under 50%.
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```yaml
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Skills:
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- model{m=boss} @self ~onSpawn
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- remapmodel{m=boss;n=boss_enraged} @self ~onDamaged =50%
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```
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---
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#### Equipment change on signal:
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When receiving a signal, the mob will use the equipment model to remap its model using the mapping of a specific set of equipment.<br>
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In this scenario, let's assume `boss_equipment` contains a full set of diamond gear for the model `boss`, and `boss_upper_body`
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contains ghost bones that matches the `helmet`, `chestplate` and `sword` of `boss_equipment`.<br>
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After remapping, the boss will have a new helmet, chestplate and sword model, but not leggings and boots.
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```yaml
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Skills:
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- model{m=boss} @self ~onSpawn
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- remapmodel{m=boss;n=boss_equipment;map=boss_upper_body} @self ~onSignal:UPPER_BODY
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```
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## Aliases
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- [x] remap |
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\ No newline at end of file |