Skill just does not work!

Discussion in 'Support' started by Kmaxi, Sep 20, 2018.

  1. Kmaxi

    Kmaxi New Member

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    Hello there,
    This meteor that I have done just doesn't work. Everything works fine but the onHit just does not work. Idk why. I have been trying to fix it for a long time now without success. I hope someone knows what is wrong.
    Code:
    
    Meteor1:
      Cooldown: 10
      Skills:
      - projectile{oT=Meteor1-Tick;onHit=Meteor1-Hit;oE=Meteor1-End;type=meteor;hR=2;vR=2;d=200;mr=100;gravity=3;hfs=60;i=1;HitPlayers=true;v=5} @PlayersInWorld
    Meteor1-Tick:
      Skills:
      - effect:particles{p=explode;a=70;vs=1;hs=1;s=0.15;y=0} @Origin
      - effect:particles{p=instantSpell;a=30;vs=1;hs=1;s=0.15;y=0} @Origin
      - effect:particles{p=largesmoke;a=70;vs=1;hs=1;s=0.035;y=0} @Origin
    Meteor1-Hit:
      Skills:
      - message{m="<mob.name>&f<&co> hit"} @PlayersNearOrigi{r=50} 
      - potion{type=SLOW;d=200;l=3}
    Meteor1-End:
      Skills:
      - message{m="<mob.name>&f<&co> end"} @PlayersNearOrigi{r=50} 



    Also,
    I am willing to create a line of particles that go to a player that he has to jump over and if he touches them than something happens.
    Is it possible? What I have seen is that you can only make a square of particles, this is what I have rn
    Code:
    JumpPart:
      Cooldown: 5
      Skills:
      - projectile{onTick=JumpPart-Tick;onHit=JumpPart-Hit;v=4;i=1;hR=0.6;d=200;mr=50;syo=0;tyo=0;hs=true}
    JumpPart-Tick:
      Skills:
      - effect:particles{p=reddust;amount:25;speed=0;hS=5;vS=0.2;color=#431717} @origin
    JumpPart-Hit:
    
    Thanks for your help ;)
    -kmaxi
     
    #1
    Last edited: Sep 20, 2018
  2. Omanoctoa

    Omanoctoa Active Member
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    Hello again!
    I replied to the other thread about the Meteor, but the particle line is new so I will comment here...

    The easiest way I can think of to make the particle line is to spawn invisible dummy mobs. When spawns, the dummy mobs would shoot Projectiles between them that do no damage to each other, but have an effect on players if a player touches them. Then just have a particle effect trace the projectile with onTick! Easy :)
     
    #2
  3. Kmaxi

    Kmaxi New Member

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    Thanks, I will try to do that :)
     
    #3
  4. Kmaxi

    Kmaxi New Member

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    HI again, I just have a question.
    I want my mob to shoot a projectile upwards, is there a target for that if not how do I target an armor stand that is flying above?
     
    #4
  5. Omanoctoa

    Omanoctoa Active Member
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    This is actually very easy, it just depends where above the mob you want to aim. Straight up is very easy, so it somewhere randomly above it. Aiming in a certain direction above it is not as easy...

    First, you need a floating dummy mob like an invisible armour stand, which you will spawn above the casting mob and aim at that. Make the armor_stand spawn invisible with no gravity.

    To shoot straight up...
    Code:
      - summon{type=floating_target;amount=1;radius=1;yRadius=60;yRadiusUpOnly=true;onSurface=false} @self
      - delay 10
      - skill{s=IceBolt} @EntitiesInRadius{r=65;t=floating_target} ~onTimer:40
    
    The example IceBolt skill as seen in the Manual page
    Code:
      IceBolt:
        Skills:
        - projectile{onTick=IceBolt-Tick;onHit=IceBolt-Hit;v=8;i=1;hR=1;vR=1}
      IceBolt-Tick:
        Skills:
        - effect:particles{p=snowballpoof;amount=20;speed=0;hS=0.2;vS=0.2} @origin
      IceBolt-Hit:
        Skills:
        - damage{a=10}
        - potion{type=SLOW;duration=100;lvl=2}
     
    #5
  6. Kmaxi

    Kmaxi New Member

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    I have tried this out but it does not just shoot at that one specefic entety but on all in the radius, is it a bug with mythic mobs?
     
    #6
  7. Omanoctoa

    Omanoctoa Active Member
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    Did you specify a type of entity to aim at? Make sure to specify the type as the same kind as your floating invisible mob.
     
    #7
  8. Kmaxi

    Kmaxi New Member

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    This is what I have:
    Code:
      - skill{s=xShootShoot} @EntitiesInRadius{r=65;t=XShootPointer}
    still shoots at all enteties
     
    #8
  9. Omanoctoa

    Omanoctoa Active Member
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    Try types=XShootPointer instead. Someone else is having the same problem you are so there's a chance it's just a bug.
     
    #9

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