... | ... | @@ -15,29 +15,24 @@ Not only will you always get a spot to make your VFX colorable, but the assets a |
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# Mechanic
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## VFX
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Set the VFX of the mob.
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**This does not spawn the VFX immediately so you can edit its properties.**
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| Attribute | Aliases | Description | Default |
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|-----------|---------------|------------------------------------------|---------------------|
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| modelid | m, mid, model | The model id of the VFX | |
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| partid | p, pid, part | The part id of the VFX | |
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| remove | r | Is this mechanic used for removing a VFX | false |
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| radius | rad | The view radius of the VFX | base entity default |
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| color | c | The color of the VFX | FFFFFF |
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| enchant | en | If the VFX is enchanted | false |
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| Attribute | Aliases | Description | Default |
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|---|---|---|---|
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| modelid | m, mid, model | The model id of the VFX | |
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| partid | p, pid, part | The part id of the VFX | |
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| remove | r | Is this mechanic used for removing a VFX | false |
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| radius | rad | The view radius of the VFX | base entity default |
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| color | c | The color of the VFX | FFFFFF |
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| enchant | en | If the VFX is enchanted | false |
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| visible | v | If the VFX is visible | true |
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| bvisible | bv | If the base entity of the VFX is visible. | false |
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| autotick | at | Should the VFX update by itself<br>When enabled, the VFX would update location, pitch and yaw | false |
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| autorange | ar | Should the VFX spawn/despawn automatically to player <br>based on distance | true |
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### Example
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`- vfx{m=knight;p=sword;en=true} @self ~onSpawn`
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Apply the VFX to the entity executing the skill. In this case, it would be the sword from the knight model.
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***
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## Spawn
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Spawn the VFX if the mob has a VFX.
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### Example
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`- vfxspawn{delay=20} @self ~onSpawn`
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Show the VFX 1 second after spawning.
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***
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## Set Visibility
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Control the visibility of the VFX.
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| Attribute | Aliases | Description | Default |
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... | ... | @@ -75,7 +70,7 @@ Give the VFX an enchant glint 2 seconds after spawn. |
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## Update Position
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Update the position of the VFX.
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**If you do not use this mechanic, your VFX would not move even after moving the base entity.**
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**If you do not use this mechanic, your VFX would not move even after moving the base entity if the autotick attribute was `false` on the original mechanic**
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| Attribute | Aliases | Description | Default |
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|----------------|---------------|---------------------------------------|---------|
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| ignorerotation | i, ir, ignore | Whether the VFX would also ignore yaw | false |
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... | ... | @@ -119,9 +114,6 @@ Reset the VFX rotation 2.5 seconds after spawn. |
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Aim the VFX towards the target, where the forward direction in game is `North` in BlockBench.
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> Note: Be careful when using this mechanic together with `vfxrot`. `vfxpoint` would overwrite all previous rotation, while `vfxrot` only adds.
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| Attribute | Aliases | Description | Default |
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|-----------|---------|------------------------------------------------------------------------------|---------|
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| useyaw | y, yaw | Whether the rotation on Y axis would be using yaw or armor stand head angle. | true |
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### Example
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`- vfxpoint @PIR{r=16} ~onTimer:20`
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Point towards the nearest player in a 16 block radius, updating every second.
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... | ... | @@ -136,4 +128,26 @@ Copy the rotation of a bone of the target. Useful for making a bone "leave" the |
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| partid | p, pid, part | The part id of the copied model | |
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### Example
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`- vfxcopy{m=reaper;p=scythe} @parent ~onSpawn`
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Copy the rotation of `scythe` bone from the parent's `reaper` model. |
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\ No newline at end of file |
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Copy the rotation of `scythe` bone from the parent's `reaper` model.
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***
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## VFXObserver (vfxobs)
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Manually set the target to see the vfx.
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| Attribute | Aliases | Description | Default |
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| remove | r | Hide from targets | false |
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| force | f | Force the target to see the VFX | false |
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### Example
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`- vfxobs{r=true} @trigger ~onDamaged ?~isPlayer`
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This will hide the vfx for any player that damaged the entity
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***
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## VFXChangeModel
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Change the model of the VFX. The armor stand holding the VFX would change size if the VFX uses a different size.
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| Attribute | Aliases | Description | Default |
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| modelid | m, mid, model | The model id of the new VFX model | |
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| partid | p, pid, part | The part id of the new VFX model | | |