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databases:mobs:neweffects [2015/11/03 01:47]
DrakonDawn
databases:mobs:neweffects [2015/11/12 13:33] (current)
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-====== Mob Effects (New System) ====== +Moved [[:skills:​effects:​|here]]
- +
-Included here is a repository of all mob effects and their syntax for the new skill system. +
- +
-(Work in Progress) +
- +
-Aliases you can use are in parenthesis next to the full name of the parameter in the descriptions below. +
- +
-===== Atom ===== +
- +
-**NOTE: You must have effectlib installed on your server to use this effect.** +
- +
-^Usage: |**effect:​atom{particlenucleus=[ParticleEffect];​amountnucleus=[Amount];​particleorbital=[ParticleEffect];​amountorbital=[Amount];​orbitals=[Amount];​radius=[Amount];​radiusnucleus=[Amount];​rotation=[amount];​iterations=[Amount];​interval=[Amount]} <​target>​ <​trigger>​ <​hp_modifier>​ <​chance>​** ​ | +
-^Description|Plays the custom Atom effect from EffectLib. | +
-^Details|**particlenucleus(pn):​** Name of particle to use for the nucleus. ​ \\  **particleorbital(po):​** Name of particle to use for the orbitals. ​ \\ **amountnucleus(an):​** Amount of particles in the nucleus. ​ \\ **amountorbital(ao):​** Amount of particles in the orbitals. ​ \\ **orbitals(o):​** Number of orbitals to add.  \\ **radius®:​** The radius of the orbitals. ​ \\ **radiusnucleus(rn):​** The radius of the nucleus. This works as a percentage. 0=none, 0.50=half the size of the orbitals radius, 1=same size as orbitals, 2.0=double the size of the orbitals. ​ \\ **rotation(ro):​** The rotation of the orbitals axis.  \\ **iterations(t):​** The number of times to play the effect. ​ \\ **interval(in):​** The time in ticks between each effect. | +
-^Examples: |**effect:​atom{pn=reddust;​po=happyVillager;​an=550;​ao=150;​o=5;​r=4;​rn=4;​ro=0;​t=25;​i=5} @Self ~onInteract** (Creates an atom effect that plays 25 times with an interval of 5 ticks when you right click the mob. The effect looks like a melon.) | +
- +
-===== DNA ===== +
- +
-===== Ender ===== +
- +
-^Usage: |**effect:​ender <​target>​ <​trigger>​ <​hp_modifier>​ <​chance>​** ​ | +
-^Description:​ |Plays the ender effect that occurs when an eye of ender breaks on the target. | +
-^Details: |  | +
-^Examples: |**effect:​ender @Target ~onAttack** (Causes the target of the mob to display the ender effect whenever the mob attacks.) | +
- +
-===== Explosion ===== +
- +
-^Usage: |**effect:​explosion <​target>​ <​trigger>​ <​hp_modifier>​ <​chance>​** ​ | +
-^Description:​ |Plays the explosion effect on the target. | +
-^Details: |This only plays the effect and sound, there is no block damage caused. | +
-^Examples: |**effect:​explosion @Self ~onCombat** (Causes the mob the display explosions whenever it gets hit or takes damage.) | +
- +
-===== Firework ===== +
- +
-===== Flames ===== +
- +
-^Usage: |**effect:​flames <​target>​ <​trigger>​ <​hp_modifier>​ <​chance>​** ​ | +
-^Description:​ |Plays the mob spawner flames effect on the target. | +
-^Details: |  | +
-^Examples: |**effect:​flames @Self ~onDamaged** (Causes the mob the display flames whenever it gets hit.) | +
- +
-===== Item Spray ===== +
- +
-^Usage: |**effect:​itemspray{item=[MythicItemName];​duration=[Duration_in_Ticks];​amount=[number_of_items];​force=[Velocity_of_items]} <​target>​ <​trigger>​ <​hp_modifier>​ <​chance>​** ​ | +
-^Description:​ |Sprays defined item out onto the ground for the duration specified. Items cannot be picked up. | +
-^Details: |**Item(i):​** The name of the MythicItem to use.  \\  **Duration(d):​** The time(in ticks) that the item stays on the ground for before disappearing. ​ \\ **Amount(a):​** The number of items to throw out at once.  \\ **Force(f):​** The amount of force to apply to the items being shot out, higher numbers mean further traveling items. | +
-^Examples: |**effect:​itemspray{i=DiamondHead;​d=40;​a=1;​f=1} @Self ~onTimer:​60** (This would cause the item "​DiamondHead"​ to shoot out from the mob every 3 seconds. The item would last for 2 seconds before disappearing.) | +
- +
-===== Lightning ===== +
- +
-^Usage: |**effect:​lightning <​target>​ <​trigger>​ <​hp_modifier>​ <​chance>​** ​ | +
-^Description:​ |Plays a standard lightning strike effect on the target. | +
-^Details: |This only plays the effect and sound, it does not cause damage. | +
-^Examples: |**effect:​lightning @PlayersInRadius{r=15} ~onTimer:​100** (Causes lightning strikes to hit all players within 15 blocks every 5 seconds.) | +
- +
-===== Particle ===== +
- +
-^Usage: |**effect:​particles{particle=[type];​amount=[int];​vSpread=[float];​hSpread=[float];​Speed=[float];​yOffset=[float]} <​target>​ <​trigger>​ <​hp_modifier>​ <​chance>​** ​ | +
-^Description:​ |Plays a standard particle effect according to given attributes. | +
-^Details: |**particle(p):​** The particle type to use. See list here.  \\  **amount(a):​** The number of particles to display. ​ \\ **vSpread(vs):​** The vertical range in which the particles should be displayed around the target. 1 designates a 1 block radius around the target. ​ \\ **hSpread(hs):​** The horizontal range in which the particles should be displayed around the target. 1 designates a 1 block radius around the player. ​ \\ **Speed(s):​** In general, the speed at which the particle is played, but this has various ​effects ​depending on particle type.  \\ **yOffset(y):** Use this to offset particles above or below the center of the target. Set this to 0 to player particles at ground level. 1 to player at targets head, and 2 above that.  \\ **target:** The target where the particles should be played. See list of targets [[:​databases:​skills:​targeters|here]].  \\  **hp_modifier:​** Choose at what range in the mobs health should the particle be played. ​ \\ **chance:** The chance that the particle will be played. 0 is 0%, 1 is 100%. | +
-^Examples: |**effect:​particles{particle=depthsuspend;​amount=25;​vSpread=0.5;​hSpread=0.5;​Speed=0;​yoffset=1} @self >0 1** (Play 25 depthsuspend particles in a region half a block in radius around the boss.) | +
- +
-===== Particle Line ===== +
- +
-^Usage: |**effect:​particleline{particle=[type];​amount=[int];​vSpread=[float];​hSpread=[float];​Speed=[float];​yOffset=[float];​ystartoffset=[float];​distancebetween=[float]} <​target>​ <​hp_modifier>​ <​chance>​** ​ | +
-^Description:​ |Plays a particle line effect according to given attributes. | +
-^Details: |**particle(p):​** The particle type to use.  \\  **amount(a):​** The number of particles to display for each particle iteration that is drawn between the boss and the target. Generally a good idea to keep this low as lines will duplicate this value many times. ​ \\ **vSpread(vs):​** The vertical range in which the particles should be displayed. 1 designates a 1 block radius. ​ \\ **hSpread(hs):​** The horizontal range in which the particles should be displayed. 1 designates a 1 block radius. ​ \\ **Speed(s):​** In general, the speed at which the particle is played, but this has various effects depending on particle type.  \\ **yOffset(y):​** Use this to offset particles above or below the center of the target. Set this to 0 to display particles at ground level. 1 to display at targets head, and 2 above that.  \\ **ystartoffset(ys):​** Use this to determine the starting offset of the particles. ​ \\ **distancebetween(db):​** The spacing between iterations of particles that are drawn between the boss and its target. Smaller values will be make for more dense lines. ​ \\ **target:** The target where the particles should be played. Generally all targets are acceptable except for @self as the boss can't draw a line of particles from himself, to himself. See list of targets here.  \\ **hp_modifier:​** Choose at what range in the mobs health should the particle be played. ​ \\ **chance:** The chance that the particle will be played. 0 is 0%, 1 is 100%. | +
-^Examples: |**effect:​particles{particle=flame;​amount=10;​vSpread=0.25;​hSpread=0.25;​Speed=0;​yoffset=0;​ystartoffset=0;​distancebetween=0.1} @target >0 1** (Play a line of flame particles at ground level between the boss and its target.) | +
- +
-===== Particle Ring ===== +
- +
-^Usage: |**effect:​particlering{particle=[type];​amount=[int];​vspread=[float];​hspread=[float];​speed=[float];​yoffset=[float];​points=[int];​radius=[float]} <​target>​ <​trigger>​ <​hp_modifier>​ <​chance>​** ​ | +
-^Description:​ |Plays the effect at each of the points in the radius. | +
-^Details: |**particle(p):​** The particle effect to use.  \\  **amount(a):​** The number of particles to display. ​ \\ **vspread(vs):​** The vertical range to display the particles. ​ \\ **hspread(hs):​** The horizontal range to display the particles. ​ \\ **speed(s):​** In general, the speed at which the particle is played, but this has various effects depending on particle type.  \\ **yOffset(y):​** Use this to offset particles above or below the center of the target. Set this to 0 to display particles at ground level. 1 to display at targets head, and 2 above that.  \\ **points(p):​** The number of points to display the effect at. Higher numbers mean more accurate rings if the radius is higher, lower numbers mean more accurate rings if the radius is lower. ​ \\ **radius®:​** The radius of the ring. Smaller radius are harder to make accurate rings with. | +
-^Examples: |**effect:​particlering{p=largeexplode;​a=5;​vs=0.5;​hs=0.5;​s=0;​y=0.3;​p=15;​r=5} @Self** (Makes a ring of explosions around the casting mob.) | +
- +
-=====   ​===== +
- +
-===== Particle Sphere ===== +
- +
-^Usage: |**effect:​particlesphere{particle=[type];​amount=[int];​vspread=[float];​hspread=[float];​speed=[float];​yoffset=[float];​points=[int];​radius=[float]}<​target>​ <​trigger>​ <​hp_modifier>​ <​chance>​** ​ | +
-^Description:​ |Plays the effect at each of the points in the radius. | +
-^Details: |**particle(p):​**The particle effect to use.  \\  **amount(a):​**The number of particles to display. ​ \\ **vspread(vs):​**The vertical range to display the particles. ​ \\ **hspread(hs):​**The horizontal range to display the particles. ​ \\ **speed(s):​**In general, the speed at which the particle is played, but this has various effects depending on particle type.  \\ **yOffset(y):​**Use this to offset particles above or below the center of the target. Set this to 0 to display particles at ground level. 1 to display at targets head, and 2 above that.  \\ **radius®:​**The radius of the sphere. Smaller radius are harder to make accurate rings with. | +
-^Examples: |**effect:​particlesphere{p=smoke;​a=100y=0.5;​r=5} @Self**(Makes a sphere of explosions around itself in a radius of 5.) | +
-=====   ​===== +
- +
-===== Smoke ===== +
- +
-^Usage: |**effect:​smoke{direction=[int]} <​target>​ <​trigger>​ <​hp_modifier>​ <​chance>​** ​ | +
-^Description:​ |Plays the smoke effect on the target. | +
-^Details: |**direction(d):​** Determines the direction the smoke travels in. Mess around with it for different directions, its kind of funky with how it decides it. | +
-^Examples: |**effect:​smoke{d=5} @Target ~onAttack** (Causes the target of the mob to display the smoke effect whenever the mob attacks.) | +
- +
-===== Smoke Swirl ===== +
- +
-^Usage: |**effect:​smokeswirl{duration=[int];​interval=[int]} <​target>​ <​trigger>​ <​hp_modifier>​ <​chance>​** ​ | +
-^Description:​ |Plays a smoke swirl effect around the target. | +
-^Details: |**duration(d):​** The duration in ticks that the effect lasts. ​ \\  **interval(i):​** The interval between each effect plays in ticks. | +
-^Examples: |**effect:​smokeswirl{d=120;​i=10} @Target ~onAttack** (Causes the target of the mob to display the smoke swirl effect whenever the mob attacks.) | +
- +
-===== Sound ===== +
- +
-^Usage: |**effect:​sound{sound=[soundtype];​volume=[float];​p=[float]} <​target>​ <​hp_modifier>​ <​chance>​** ​ | +
-^Description:​ |Plays a sound effect according to given attributes. | +
-^Details: |**sound(s):​** The sound that should be played. Can be any sound in a resource pack defined in sounds.json ​ \\  **volume(v):​** How loud the sound should be played. ​ \\ **p(p):** Frequency at which the sound is played. ​ \\ **hp_modifier:​** Choose at what range in the mobs health should the particle be played. ​ \\ **chance:** The chance that the particle will be played. 0 is 0%, 1 is 100%. | +
-^Examples: |**effect:​sound{sound=mob.ghast.fireball;​v=5;​p=1} @targetlocation** (Play a ghast fireball sound at the location of the bosses target.) | +
- +
-===== Vortex ===== +
- +
-\\ +

databases/mobs/neweffects.txt · Last modified: 2015/11/12 13:33 (external edit)