Mobs
Templates
Templates are a functionality that allows a mob to “inherit” the characteristics of one or more other mobs.
If you are already familiar with Object Oriented Programming, you will then probably find the following quite similar to the concept of Inheritance.
But regardless, Template may still be found to be quite complicated to understand at first. As such, we will be adding more nuanche to the concept as we go on explaining it, starting from the very basics and gettings to the more complex use cases.
Introduction
As already stated, Templates allows a mob to inherit the characteristics of another. But what does this even mean?
To explain it in simpler terms, we will present, as an example, a mob:
ZombieBrute:
Type: ZOMBIE
Display: "&2Zombie Brute &7[Lv. <caster.level>]&r"
Health: 30
Damage: 5
Faction: Monster
Equipment:
- Iron_Helmet HEAD
- Iron_Chestplate CHEST
- Iron_Leggings LEGS
- Iron_Boots FEET
- Shield OFFHAND
Drops:
- exp 10-15 1
- rotten_flesh 1-2 1
- ZombieBrute_Hearth 1 0.01
Options:
AlwaysShowName: true
PreventOtherDrops: true
PreventRandomEquipment: true
PreventSunburn: true
PreventItemPickup: true
PreventJockeyMounts: true
PreventTransformation: true
AITargetSelectors:
- clear
- attacker
- players
AIGoalSelectors:
- clear
- meleeattack
- randomstroll
DamageModifiers:
- PROJECTILE 1.15
- ENTITY_ATTACK 0.75
KillMessages:
- '<target.name> was reduced to paste by a <caster.name>'
- 'Despite his best efforts, <target.name> could not prevail against a <caster.name>'
- '<target.name> was killed by a <caster.name>'
Skills:
- skill{s=SelectRandomWeapon} @self ~onSpawn
- skill{s=ZombieBrute_Bash} @target ~onTimer:60 0.4 ?targetwithin{d=10}
- skill{s=CallZombies} @EIR ~onTimer:180 0.6
That, while not complex to make, certainly has quite a number of elements associated with it, hasn’t he? He’s got a Faction, some Drops, some Options…
Now, what if we wanted to create another mob that shares some (if not most!) of the characteristics this mob has? We would normally need to copy-paste what we want from one mob to another, and while that works on the short term, what if we want to later modify those characteristics? We would need to track down every instance of them being present on some mob and then change those, one by one. That has no scalability whatsoever!
But here, Templates comes to the rescue: remember what we said originally? They allows to inherit characteristics across mobs, and so, we would need to only make one mob that has all of those common characteristics, and if we want to change some of them at a later date, instead of going mob-by-mob, we could just modify that one mob and see the change being automatically applied to any mob that uses it as a template!
And that brings us to our first, real example of using templates.
Single Template
Let’s say that we want to make a group of mobs share the Factions, the Options, the Ai, some of the Skills and some other element from ZombieBrute. First, we put those elements into a mob
MonsterFaction_Base:
Type: ZOMBIE
Faction: Monster
Drops:
- exp 10-15 1
Options:
AlwaysShowName: true
PreventOtherDrops: true
PreventRandomEquipment: true
PreventSunburn: true
PreventItemPickup: true
PreventJockeyMounts: true
PreventTransformation: true
AITargetSelectors:
- clear
- attacker
- players
AIGoalSelectors:
- clear
- meleeattack
- randomstroll
DamageModifiers:
- PROJECTILE 0.75
- ENTITY_ATTACK 0.75
KillMessages:
- '<target.name> was killed by a <caster.name>'
Skills:
- skill{s=SelectRandomWeapon} @self ~onSpawn
And once we do that, let’s make the (now slimmer) ZombieBrute inherit those
ZombieBrute:
Template: MonsterFaction_Base
Display: "&2Zombie Brute &7[Lv. <caster.level>]&r"
Health: 30
Damage: 5
Equipment:
- Iron_Helmet HEAD
- Iron_Chestplate CHEST
- Iron_Leggings LEGS
- Iron_Boots FEET
- Shield OFFHAND
Drops:
- rotten_flesh 1-2 1
- ZombieBrute_Hearth 1 0.01
DamageModifiers:
- PROJECTILE 1.15
KillMessages:
- '<target.name> was reduced to paste by a <caster.name>'
- 'Despite his best efforts, <target.name> could not prevail against a <caster.name>'
Skills:
- skill{s=ZombieBrute_Bash} @target ~onTimer:60 0.4 ?targetwithin{d=10}
- skill{s=CallZombies} @EIR ~onTimer:180 0.6
And there! With just a simple line, Template: MonsterFaction_Base, is now being Inherited by ZombieBrute, with any elements contained in MonsterFaction_Base now being automatically inherited by ZombieBrute
flowchart TD
A[MonsterFaction_Base] -->|Is Inherited by| B[ZombieBrute]
But what about elements that are present on both the mob and its template?
Shared Elements
When both the Mob and its Template share some elements, those are inherited in different ways depending on the value of the element in question.
The value of the element generally falls into one of three categories:
- The value is a
string - The value is a
listof strings - The value are other
elements
String Value
TemplateMob:
Type: ZOMBIE
Faction: TemplateFaction
ExampleMob:
Template: TemplateMob
Faction: ExampleFaction
This is the easiest to understand: when an element with a string value is inherited from a template (TemplateMob) to a mob (ExampleMob) that also has the same element, then the element is overridden
So, when you spawn
ExampleMob, itsFactionwill beExampleFaction, since the mob’s element has overridden the template’s
List Value
TemplateMob:
Type: ZOMBIE
KillMessages:
- <caster.name> yeeted <target.name>!!
ExampleMob:
Template: TemplateMob
KillMessages:
- You're too weak <target.name>!!
When an element with a list of strings as its value is inherited from a template (TemplateMob) to a mob (ExampleMob) that also has the same element, then the element is merged
This means that the resulting element will have all of the strings that made up the original lists, concatenated
So, when you spawn
ExampleMob, itsKillMessageswill be- <caster.name> yeeted <target.name>!! - You're too weak <target.name>!!in this exact order
Order in List Values
There are instances where the order of inheritance matters a lot: for instance, if there is a list of instructions or a list of key-value pairs. For these situations, you must always remember that, usually, lists are parsed from top to bottom, so instructions are parsed in that order, and in key-value lists, the bottom-most “wins out”
For instance, let’s take the following example with some AI Goals
TemplateMob:
Type: ZOMBIE
AIGoalSelectors:
- clear
- meleeattack
ExampleMob:
Template: TemplateMob
AIGoalSelectors:
- clear
- randomstroll
Given this situation, the end result will be
- clear
- meleeattack
- clear
- randomstroll
Which does look a bit odd. But worry not! Even in situations as peculiar as this one, there is always an underlying logic. For instance, here the clear goal clears everything that was before it. So, we effectively get
- clear
- randomstroll
Another such instance is with DamageModifiers
TemplateMob:
Type: ZOMBIE
DamageModifiers:
- ENTITY_ATTACK 1
- PROJECTILE 1
ExampleMob:
Template: TemplateMob
DamageModifiers:
- ENTITY_ATTACK 0.5
Where, after the merge, the resulting list would be
- ENTITY_ATTACK 1
- PROJECTILE 1
- ENTITY_ATTACK 0.5
In which case, among multiple modifiers with the same name, only the bottom-most is ultimately counted. Meaning, the above can be rewritten as
- PROJECTILE 1
- ENTITY_ATTACK 0.5
Elements Value
TemplateMob:
Type: ZOMBIE
Options:
FollowRange: 32
Despawn: true
Glowing: false
ExampleMob:
Template: TemplateMob
Options:
FollowRange: 16
These are elements that, as a value, have other elements! Still, they do not behave like other elements with a “proper” value do.
You can imagine the situation with “Elements that have other elements as values” being a sort of folder, and with the “Elements that have string or list values” being a sort of file. When you merge two folders, what happens is that all files are kept, except for those files that share the same name and folder.
The same things happens here!
For instance, TemplateMob has an Option element that, itself, has both a FollowRange element and a Despawn one. When ExampleMob inherits from TemplateMobs, all options are kept, except for FollowRange, which is in both TemplateMob.Options and in ExampleMob.Options.
Now, what happens for it?
Well, FollowRange is an element with a string value, so it behaves like any other Element with a string value!
Similarly, elements in here that have a list value also behaves like their counterparts
Examples
To make this more understandable, the following is a non-exhaustive list of some of the elements a Template may have and how the Mob will inherit them if the Mob has them too.
| Element (in the Template) | How it is inherited (if the Mob has it too) |
|---|---|
| Type | Overridden |
| Display | Overridden |
| Health | Overridden |
| Damage | Overridden |
| Armor | Overridden |
| Bossbar | Overridden |
| Faction | Overridden |
| Mount | Overridden |
| Options | Partially Overridden (only the shared options are overridden) |
| Modules | Partially Overridden (only the shared modules are overridden) |
| AIGoalSelectors | Merged* |
| AITargetSelectors | Merged* |
| Drops | Merged |
| DamageModifiers | Partially Overridden (only the shared modifiers are overridden) |
| Equipment | Partially Overridden (only equipment with the same slot is overridden) |
| KillMessages | Merged |
| LevelModifiers | Partially Overridden (only the shared modifiers are overridden) |
| Disguise | Overridden |
| Skills | Merged |
| Trades | Partially Overridden (only trades with the same number are overridden) |
* A special note must be made regarding the behavior of the AIGoalsSelector and the AITargetSelectors elements, as only stating that they are “merged” is a bit reductive. The selector of the Mob are, in fact, added to the end of the Template’s. So, for instance, if the Template has a clear,meleeattack AIGoals and the Mob has a randomstroll one, the final mob will effectively have clear,meleeattack,randomstroll as its AIGoals.
If one wishes to reset the Selectors from the Template, one can either use the Exclude element or use the clear Selector, as that will “delete” every Selector that came before it.
Excluding Elements
It is possible to stop a Mob from inheriting unwanted elements from its Template using the following syntax
Exclude:
- Element1
- Element2
- {...}
So, for instance, if we wanted a mob to not inherit the Equipment, the AITargetSelectors and the Skills, we would be using
ExampleMob:
Template: MobTemplate
Exclude:
- Equipment
- AITargetSelectors
- Skills
And the mob will now not inherit the specified elements.
Chained Templates
But why should we stop at only one Template? After all, Templates can have a Template, too! Let’s revisit out example from earlier, but this time splitting it up a little bit more
MonsterFaction_Base:
Type: ZOMBIE
Faction: Monster
Drops:
- exp 10-15 1
Options:
AlwaysShowName: true
PreventOtherDrops: true
PreventRandomEquipment: true
PreventSunburn: true
PreventItemPickup: true
PreventJockeyMounts: true
PreventTransformation: true
DamageModifiers:
- PROJECTILE 0.75
- ENTITY_ATTACK 0.75
KillMessages:
- '<target.name> was killed by a <caster.name>'
MonsterFaction_MeleeEntity:
Template: MonsterFaction_Base
Equipment:
- Iron_Helmet HEAD
- Iron_Chestplate CHEST
- Iron_Leggings LEGS
- Iron_Boots FEET
- Shield OFFHAND
AITargetSelectors:
- clear
- attacker
- players
AIGoalSelectors:
- clear
- meleeattack
- randomstroll
Skills:
- skill{s=SelectRandomWeapon} @self ~onSpawn
ZombieBrute:
Template: MonsterFaction_MeleeEntity
Display: "&2Zombie Brute &7[Lv. <caster.level>]&r"
Health: 30
Damage: 5
Drops:
- rotten_flesh 1-2 1
- ZombieBrute_Hearth 1 0.01
DamageModifiers:
- PROJECTILE 1.15
KillMessages:
- '<target.name> was reduced to paste by a <caster.name>'
- 'Despite his best efforts, <target.name> could not prevail against a <caster.name>'
Skills:
- skill{s=ZombieBrute_Bash} @target ~onTimer:60 0.4 ?targetwithin{d=10}
- skill{s=CallZombies} @EIR ~onTimer:180 0.6
This way, we have created a new mob, MonsterFaction_MeleeEntity, that is using MonsterFaction_Base as a Template.
And with ZombieBrute using MonsterFaction_MeleeEntity as a Template, it does not inherit the only elements of MonsterFaction_MeleeEntity, but also those that MonsterFaction_MeleeEntity itself inherited up to that point.
flowchart TD
A[MonsterFaction_Base] -->|Is Inherited by| B[MonsterFaction_MeleeEntity] -->|Is Inherited by| C[ZombieBrute]
Multi Templates
Up until now we have shown how to use a single Template inside of a mob, but a mob can use more than one at the same time.
By simply using a list of Templates as the Template argument, we can make the mob inherit one template after another from the leftmost on the list to the rightmost. Simply said, by making a list of templates, it’s like we are chaining multiple templates together, starting from the leftmost one and ending with the rightmost one.
But let’s see an example to make things clear:
DiamondArmorSet:
Type: ZOMBIE
Equip:
- Diamond_Helmet HEAD
- Diamond_Chestplate CHEST
- Diamond_Leggings LEGS
- Diamond_Boots FEET
This mob does nothing in particular by itself, its only characteristic being the diamond set of armor it has equipped. But if we use it like so:
ZombieBrute:
Template: MonsterFaction_MeleeEntity, DiamondArmorSet
Display: "&2Zombie Brute &7[Lv. <caster.level>]&r"
Health: 30
Damage: 5
Drops:
- rotten_flesh 1-2 1
- ZombieBrute_Hearth 1 0.01
DamageModifiers:
- PROJECTILE 1.15
KillMessages:
- '<target.name> was reduced to paste by a <caster.name>'
- 'Despite his best efforts, <target.name> could not prevail against a <caster.name>'
Skills:
- skill{s=ZombieBrute_Bash} @target ~onTimer:60 0.4 ?targetwithin{d=10}
- skill{s=CallZombies} @EIR ~onTimer:180 0.6
Then our dear ZombieBrute now will spawn with a shiny new set of diamond armor, since the DiamondArmorSet Template is overriding some of the equipments present in MonsterFaction_MeleeEntity
flowchart TD
A[MonsterFaction_Base] -->|Is Inherited by| B[MonsterFaction_MeleeEntity] --->|Is Inherited by| C[ZombieBrute]
D[DiamondArmorSet] --> |Is Inherited by| C[ZombieBrute]
Item Templates
Items can use Templating like mobs while referencing other items!
MyItem:
Template: MyOtherItem
MyOtherItem:
Template: YetAnotherItem, AndAnotherOne