๐ Shapes โ
WARNING
Under construction
To get used to these mechanics, which can get really complex, but are really fun to configure, use a simple tick script to see what shape the mechanic draws!
simple_tick:
mechanics:
- 'display_particle{particle=FLAME}'Helix โ
The script indicated by the end config option is called when the helix is fully drawn.
example_mechanic:
type: helix
source: # Optional. Location targeter required
type: source
direction: # Optional. Location targeter required
type: custom
x: 1
y: 0
z: 0
tick: simple_tick
end: another_script
# More options
yaw: 360 # Amount of degrees
height: 3 # Height of helix
radius: '2 + <caster.health> / 100'
points: 40 # Amount of points displayed in one spiral
time_interval: 1 # Interval of time (ticks) between two points
points_per_tick: 1 # Amount of points displayed every interval
helixes: 4 # Amount of spirals, 1 by defaultParabola โ
A parabola displayed between two locations. You can configure the height of the parabola and the speed at which it is displayed.
example_mechanic:
type: parabola
source: # Location targeter required. Starting point of parabola
type: caster
position: BODY
target: # Location targeter required. End point of parabola
type: target
position: BODY
tick: simple_tick
end: another_script # Called when reaching the end
height: 10 # Height of parabola
speed: 3 # Horizontal speedProjectile โ
A projectile that stops onto the first hit block/entity. You have to specify the type of interaction that your projectile corresponds to (offensive skill, support skill etc. - learn more about it here).
example_mechanic:
type: projectile
source: # Optional. Location targeter required
type: caster
position: EYES
direction: # Optional. Location targeter required
tick: simple_tick
hit_entity: some_script # Called when hitting an entity
hit_block: some_other_script # Called when hitting a block
stop_on_block: true
offense: true
hits: 1 # Maximum amount of hit entities. Will disappear on last entity hit
ignore_passable: false # It it should ignore passable blocks
speed: 1 # 1 by default
size: 0.2
step: 0.2 # Distance between two calls of the tick script
life_span: 60 # In ticksRaycast โ
Raycasts are invisible rays that are shot from the player's eye location. They stop on first block or entity hit.
| Parameter | Alias | Description | Default |
|---|---|---|---|
| range | rng, length, len, distance, dist | Length of the raycast | 50 |
| size | width, wide | Width of the raycast | 0.2 |
| step_size | step, st, ss | Distance between two calls of the tick script | 0.4 |
| ignore_passable | ip | Whether passable blocks should be ignored | false |
| neutral | - | Whether the raycast is neutral (does not check for friendly fire) | false |
| offense | - | Whether the raycast is offensive (checks for friendly fire) | true |
| tick | - | Script called every step of the raycast | none |
| hit_entity | - | Script called when hitting an entity | none |
| hit_block | - | Script called when hitting a block | none |
example_script:
mechanics:
- 'raytrace{tick=simple_tick;hit_entity=some_other_script_name;range=50;size=0.2;step=0.4;ignore_passable=false}'Slash โ
Performs what looks like a weapon slash in front of the script caster
example_mechanic:
type: slash
tick: simple_tick
end: some_other_script
length: 4 # Slash length
angle: -30 # Angle of the slash
distance: 3 # Distance to the player
# Same options as in the Helix mechanic
points: 20
time_interval: 1
points_per_tick: 3Sphere โ
WARNING
Under construction