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## Description
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Targets the location of a specific part of the specified model applied on the casting modeled entity
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## Attributes
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| Attribute | Aliases | Description | Default |
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|-----------|-----------|----------------------------------------------------------------------|---------|
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| modelid | model, mid, m | The id of the model of the modeled entity to check against | |
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| partid | part, pid, p | The id of the bone whose location you wish to target | |
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| offset | off, o | The type of the Offset. Can be `LOCAL`, `MODEL`, `GLOBAL` | LOCAL |
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| x | | The offset in the X axis | 0 |
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| y | | The offset in the Y axis | 0 |
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| z | | The offset in the Z axis | 0 |
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| location | loc, l, coordinates, c | The offset on all three axis, in the `x,y,z` format. <br>If not set, the normal x, y and z attributes will be used instead. | |
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| exactmatch| exact, match, em | Does the part need to match the partid completely<br>If set to false, this will get the location of all bones whose id contains the specified one<br>*Example: pid=arm;em=false*<br>This will target **both** leftarm and rightarm | true |
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| scale | sc, s | If the offset should scale with the model's scale. This works by multiplying the offset by the value of the model's scale| true|
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### Offset Attribute
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> Note: Depending on how you made your model, each axis might not represent the same direction as stated here.
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> In this scenario, Z-axis is forward/backward, X-axis is right/left, and Y-axis is up/down.
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#### Local
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This mode would get the offset based on the bone's rotation.
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Let's say we have a humanoid model who holds a gun. To get where the barrel is pointing at, we can use this mode with a positive Z offset.
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#### Model
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This mode would get the offset based on the model's rotation.
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Essentially, this is the `Forward` targeter from MythicMobs, with the added benefit of starting from the location of the selected bone.
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#### Global
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This mode just uses Minecraft's world axis to calculate the offset.
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Same as `Model` mode, this just has the benefit of starting from the selected bone, instead of the base of the mob.
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## Examples
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This will damage every entity near a specific part of the modeled entity
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```yaml
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ExampleSkill1:
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Skills:
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- skill{s=[
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- damage{a=20} @LivingNearTargetLocation{r=2}
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]} @modelpart{mid=your_model;pid=boneid}
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```
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##
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This will let a projectile be launched from a specific part of the modeled entity
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```yaml
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ExampleSkill:
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Skills:
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- projectile{
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...;
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origin=@modelpart{mid=your_model;pid=boneid;location=0,1,0};
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fromorigin=true
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} @target
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``` |
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\ No newline at end of file |