Healing, Helix Particles โ
WARNING
Under Construction
yml
healing_aura:
public: true
mechanics:
helix:
type: helix # This will load the helix mechanic.
source:
type: caster
direction:
type: custom
x: 0
y: 3
z: 0
tick: heal_tick # The script that will be executed on every tick.
end: caster_heal # The script that will be executed when the helix reaches its end point.
yaw: 360 # The amount of degrees a helix will turn within it's height parameter.
height: 3 # The height of helix.
radius: 1.5 # How far away the helixes will be from the target.
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 helix, the default is 1.
heal_tick:
mechanics:
particle:
type: particle
particle: COMPOSTER
amount: 1
speed: 0
x: .1
y: .1
z: .1
caster_heal:
mechanics:
heal:
type: heal # This will tell the script to use the healing mechanic.
amount: '<caster.health> / 5' # This is the amount of health given to the target, this example would be the caster's max health divided by 5, so 20%.
reason: CUSTOM # The source of the healing.
target:
type: caster # This would make the caster receive the healing.A more advanced helix-based skill โ
yml
helix_staircase:
public: true
mechanics:
helix:
type: helix
source:
type: caster
direction:
type: custom
x: 0
y: 3
z: 0
tick: helix_stair
end: poof
yaw: 360
height: 5
radius: 3
points: 40
time_interval: 1
points_per_tick: 1
helixes: 8
helix_stair:
mechanics:
raytrace:
type: raytrace # This will load the raytrace mechanic.
source:
type: target_location
target:
type: caster
position: BODY
tick: stair # The script that will be executed on every tick.
hit_entity: heal # The script that will be executed when the raytrace crosses an entity.
range: 50 # How far the raytrace will go.
size: 0.2 # How big the raytrace is, more visible when using particles.
step: 0.4 #
stair:
mechanics:
particles:
type: particle
particle: COMPOSTER
amount: 10
poof:
mechanics:
particlepoof:
type: particle
target:
type: circle
radius: 3
amount: 32
height: 5
particle: CLOUD
speed: 0
heal:
mechanics:
heal:
type: heal
amount: '<caster.health> / 100'
reason: CUSTOM
target:
type: casterNow we know how to use use the the healing mechanic, next we'll learn how to use the next shape mechanic. The slash mechanic.