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[[_TOC_]]
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## Entity
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Entity type mechanics controls and configures options used by the base entity.
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| Mechanic | Description |
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|------------------|-------------------------------------------------------------------|
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| [Model][] | Add or remove model from this entity |
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| [CullConfig][] | Configures the culling option |
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| [LockModel][] | Lock or unlock entity rotation |
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| [BodyRotation][] | Configure the body rotation of this entity |
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| [PairModel][] | Force entity to be seen or hidden from the targeted players |
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| [Petrify][] | Spawn real entities that represents the model and kill the entity |
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## Model
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Model type mechanics control specific models used by an entity.
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| Mechanic | Description |
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|-------------------|----------------------------------------------------------------|
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| [State][] | Play or stop an animation |
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| [ModifyState][] | Modify attributes of an animation |
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| [DefaultState][] | Configure the default animation of a model |
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| [LockModelHead][] | Lock the pitch or yaw of a model |
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| [RemapModel][] | Remap a model using bones from another model |
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| [RenderInit][] | Shows a model to the players, if `initrender` was used |
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| [StateToggle][] | Toggle an animation between playing and not playing on a model |
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| [SubModel][] | Forcefully create new bones on a model |
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| [SwapEntity][] | Swap the owner of a model |
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| [Scale][] | Set the render or hitbox scale of a model |
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## Bone
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Bone type mechanics edit bone properties of a specific model
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| Mechanic | Description |
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|---------------------|-------------------------------------------------------------------------|
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| [ChangeParent][] | Change the parent bone of a bone |
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| [ChangePart][] | Change the model of a bone to another bone from a different model |
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| [CycleParts][] | Cycle the model of a bone to multiple different bones at an interval |
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| [Enchant][] | Enchant a bone |
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| [Tint][] | Color a bone |
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| [Glow][] | Glow a bone |
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| [Brightness][] | Set brightness of a bone |
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| [PartVisibility][] | Toggle the bone model visibility without removing the bone |
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| [ModelPlayerSkin][] | Apply the skin of the targeted player to the selected player limb bones |
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## Mounting
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Mounting type mechanics handles everything about mounting and dismounting entities on a model
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| Mechanic | Description |
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|----------------------|----------------------------------------------------|
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| [MountModel][] | Mount an entity to a selection of mount bones |
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| [DismountModel][] | Dismount an entity from a selection of mount bones |
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| [DismountAllModel][] | Dismount all entities on the selected mount bones |
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## Controller
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Accessor mechanics for interacting with the movement controller of the entity
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| Mechanic | Description |
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|-------------|-------------------------------------------------------------------------------------------|
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| [Jump][] | Cause the entity to jump |
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| [Move][] | Cause the entity to move. Step heights are accounted |
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| [NoFall][] | Reset the fall distance of the entity. Useful for canceling fall damage |
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| [SyncYaw][] | Sync the yaw of the entity. Fixer mechanic when local movement travels at wrong direction |
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## Hitbox
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Hitbox type mechanics allows finer control on how sub-hitbox should react to attacks and interacts
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| Mechanic | Description |
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|------------------|--------------------------------------------------------|
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| [BindHitbox][] | Summon and bind a MythicMobs mob to a sub-hitbox |
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| [HitboxConfig][] | Configure the damage pass-through rate of a sub-hitbox |
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## Segment
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Segment type mechanics allows configuration on segment and tail bones.
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| Mechanic | Description |
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|------------------|-----------------------------|
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| [Segment][] | Configure the segment bones |
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## Misc
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| Mechanic | Description |
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|---------------------------|-----------------------------------------------|
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| [ModelDisguise][] | Disguise the targeted player with a model |
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| [ModelUndisguise][] | Undisguise a model from the targeted player |
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| [LinkItemBone][] | Link an entity equipment slot to an item bone |
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| [SetItemModel][] | Set the item on an item bone |
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| [Leash][] | Connect the target to a leash bone |
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| [LeashSelf][] | Connect a leash bone to another leash bone |
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| [SetModelTag][] | Set the text on a name tag bone |
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| [SetModelTagVisible][] | Configure the visibility of a name tag bone |
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# VFX Mechanics
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## Why use VFX?
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Before this system is introduced, adding custom VFX is a pain for both the pack maker and the user. The pack maker needs
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to create a separate resource pack and assign a custom model data ID to an item model that hopefully nobody is using,
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especially when they are tinted. If the buyer finds a conflict between the packs, they have to painstakingly move all
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the IDs to a different model or offset the IDs themselves, then change all the mechanics using that custom model data
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ID.
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So why not let Model Engine handle all of that?
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Not only will you always get a spot to make your VFX colorable, but the assets are also generated from the bbmodel, just
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like the entity models. Plus, since the VFX is referenced using a part ID, the custom model data IDs are recorded and
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handled by Model Engine, no more remembering and changing IDs. Furthermore, you get all the benefits of using a Model
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Engine model, where your VFX would be following your projectiles accurately without delays, and you have advanced
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controls over how the VFX moves and rotates. Finally, because of how manual this system is, it does not affect server
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performance at all. You get to decide everything about the VFX, so make it as optimized (or unoptimized if you are evil)
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as you can.
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| Mechanic | Description |
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|--------------------|-----------------------------------------------------|
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| [VFX][] | Assign or remove a VFX on an entity or a projectile |
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| [VFXPos][] | Position the VFX |
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| [VFXPosReset][] | Reset the position the VFX |
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| [VFXRot][] | Rotate the VFX |
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| [VFXRotReset][] | Reset the rotation of VFX |
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| [VFXScale][] | Scale the VFX |
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| [VFXScaleReset][] | Reset the scale the VFX |
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| [VFXChangeModel][] | Change the model of the VFX |
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| [VFXSetVis][] | Set the visibility of the VFX |
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| [VFXEnchant][] | Enchant the VFX |
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| [VFXTint][] | Color the VFX |
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[Model]: /Skills/Mechanics/Model
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[CullConfig]: /Skills/Mechanics/CullConfig
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[LockModel]: /Skills/Mechanics/LockModel
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[PairModel]: /Skills/Mechanics/PairModel
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[Petrify]: /Skills/Mechanics/Petrify
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[State]: /Skills/Mechanics/State
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[BodyRotation]: /Skills/Mechanics/BodyRotation
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[DefaultState]: /Skills/Mechanics/DefaultState
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[LockModelHead]: /Skills/Mechanics/LockModelHead
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[RemapModel]: /Skills/Mechanics/RemapModel
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[RenderInit]: /Skills/Mechanics/RenderInit
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[StateToggle]: /Skills/Mechanics/StateToggle
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[SubModel]: /Skills/Mechanics/SubModel
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[SwapEntity]: /Skills/Mechanics/SwapEntity
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[ChangeParent]: /Skills/Mechanics/ChangeParent
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[ChangePart]: /Skills/Mechanics/ChangePart
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[CycleParts]: /Skills/Mechanics/CycleParts
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[Enchant]: /Skills/Mechanics/Enchant
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[Tint]: /Skills/Mechanics/Tint
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[PartVisibility]: /Skills/Mechanics/PartVisibility
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[ModelPlayerSkin]: /Skills/Mechanics/ModelPlayerSkin
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[MountModel]: /Skills/Mechanics/MountModel
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[DismountModel]: /Skills/Mechanics/DismountModel
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[DismountAllModel]: /Skills/Mechanics/DismountAllModel
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[BindHitbox]: /Skills/Mechanics/BindHitbox
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[HitboxConfig]: /Skills/Mechanics/HitboxConfig
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[ModelDisguise]: /Skills/Mechanics/ModelDisguise
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[ModelUndisguise]: /Skills/Mechanics/ModelUndisguise
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[LinkItemBone]: /Skills/Mechanics/LinkItemBone
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[SetItemModel]: /Skills/Mechanics/SetItemModel
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[Leash]: /Skills/Mechanics/Leash
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[LeashSelf]: /Skills/Mechanics/LeashSelf
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[SetModelTag]: /Skills/Mechanics/SetModelTag
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[SetModelTagVisible]: /Skills/Mechanics/SetModelTagVisible
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[Jump]: /Skills/Mechanics/Jump
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[Move]: /Skills/Mechanics/Move
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[NoFall]: /Skills/Mechanics/NoFall
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[SyncYaw]: /Skills/Mechanics/SyncYaw
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[ModifyState]: /Skills/Mechanics/ModifyState
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[Scale]: /Skills/Mechanics/Scale
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[Glow]: /Skills/Mechanics/Glow
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[Brightness]: /Skills/Mechanics/Brightness
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[Segment]: /Skills/Mechanics/Segment
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[VFX]: /Skills/Mechanics/VFX
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[VFXPos]: /Skills/Mechanics/VFXPos
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[VFXPosReset]: /Skills/Mechanics/VFXPosReset
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[VFXRot]: /Skills/Mechanics/VFXRot
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[VFXRotReset]: /Skills/Mechanics/VFXRotReset
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[VFXScale]: /Skills/Mechanics/VFXScale
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[VFXScaleReset]: /Skills/Mechanics/VFXScaleReset
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[VFXChangeModel]: /Skills/Mechanics/VFXChangeModel
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[VFXSetVis]: /Skills/Mechanics/VFXSetVis
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[VFXEnchant]: /Skills/Mechanics/VFXEnchant
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[VFXTint]: /Skills/Mechanics/VFXTint |
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\ No newline at end of file |