projectile
Launches a custom projectile at the target
Aliases
Configuration Fields (10)
| Name | Type | Default | Description |
|---|---|---|---|
| type | ProjectileType | NORMAL | The type of the projectile, NORMAL or METEOR |
| gravity g | PlaceholderFloat | 0 | The gravity modifier the projectile uses |
| bounces PREM bounce | boolean | false | The projectile can bounce |
| bounceVelocity bv | float | 0.9 | The velocity modifier of the bounce |
| highaccuracymode ham | ProjectileTriOption | PLAYERS_ONLY | Whether to use high-accuracy mode, which raytraces every tick to ensure the projectile cannot ever go anything |
| hugSurface hs | ProjectileSurfaceMode | false | Whether the projectile will hug the surface |
| hugLiquid hugWater, hugLava | ProjectileSurfaceMode | false | If hugSurface is set, determines whether the projectile will hug liquid |
| heightFromSurface hfs | float | — | |
| maxClimbHeight mch | float | 3 | The number of attempts the projectile will try to increase its y-location before terminating the projectile |
| maxDropHeight mdh | float | 10 | The number of attempts the projectile will try to decrease its y-location before terminating the projectile |
Examples & Notes
Special Notes
For the onStart Skill: onStart skills work in a special way - any buff or “special effect” mechanics fired by onStart that have a duration (such as ParticleTornado) will attach to the projectile for their duration, which allows for some interesting effects.
For the onTick Skill: using the @origin targeter will cause any skills or effects to target the projectile’s location. This is the intended way to configure how the projectile looks.
For the onHit Skill: Any targets the projectile hits are passed to the skill inherently. Any targeters you put in the onHit skill will override these and cause your skill to likely not work as you intend.
For the onEnd Skill: Special effects for the projectile’s end also use @origin. Also, If you want entities near the end-point of the projectile to be hit in a certain way (such as a final large fireball explosion) you can use the @PlayersNearOrigin{r=[radius]} targeter.
Types:
There are two types of projectiles, the normal variant and also the
Meteor variant.
Meteor projectiles are created above the target, rather than at the mob
that is firing the projectile.
Because of this, meteor projectiles cannot use certain attributes (which
ones are pending further testing).
Projectile Bullets
The bullet type that will represent the projectile. These can be specified via the BulletType attribute. These work with the projectile, missile, and orbital mechanics.
| BulletType | Aliases | Description |
|---|---|---|
| ARROW | The bullet will be a minecraft projectile | |
| BLOCK | The bullet will be a block | |
| SMALLBLOCK | The bullet will be a small block | |
| ITEM | MYTHICITEM | The bullet will be an item or MythicItem |
| MOB | The bullet will be a mob. If a Mythicmobs, it will retain its skills | |
| TRACKING | ARMOR_STAND, ARMORSTAND, PSTAND | The bullet will be an item, but its rotation will be adjusted depending on the projectile’s direction |
| REALTRACKING | RTRACKING, REAL_ARMOR_STAND, REALARMORSTAND, STAND | As above, but a real armor stand will also be spawned instead of a packet |
| DISPLAY | The projectile will be a display entity | |
| TEXT | The projectile will display a line of text | |
| ME | MEG, MODELENGINE | The projectile will be a ModelEngine model |
Examples:
- projectile{bulletType=ARROW;arrowType=TRIDENT;...}
- projectile{bulletType=BLOCK;material=STONE;...}
- projectile{bulletType=ITEM;material=MyMythicItem;...}
- projectile{bulletType=MOB;mob=SkeletonKing;...}
Universal Bullet Attributes
| Attribute | Aliases | Description | Default |
|---|---|---|---|
| bulletforwardoffset | bulletfo, bulletoffset, bfo | The offset of the bullet | 1.8 |
| bulletYOffset | byo | The Y offset of the bullet | 0 |
ARROW Bullet
| Attribute | Aliases | Description | Default |
|---|---|---|---|
| arrowtype | bulletarrowtype | The type of the projectile to use. Can be NORMAL,SPECTRAL,TRIDENT |
NORMAL |
BLOCK Bullet
| Attribute | Aliases | Description | Default |
|---|---|---|---|
| bulletmaterial | material, mat | The material of the bullet | STONE |
| bulletspin | bspin | The spin of the bullet | 0 |
| audience | The [Audience][] of the bullet | world |
SMALLBLOCK Bullet
| Attribute | Aliases | Description | Default |
|---|---|---|---|
| bulletmaterial | material, mat | The material of the bullet | STONE |
| audience | The [Audience][] of the bullet | world |
ITEM Bullet
| Attribute | Aliases | Description | Default |
|---|---|---|---|
| bulletmaterial | material, mat | The material of the bullet, either a vanilla item type or custom MythicItem | STONE |
| bulletModel | model | The CustomModelData integer for the material (define model strings on a MythicItem instead) | 0 |
| bulletColor | The color of the material, if applicable | ||
| bulletmatchdirection | bmd, bulletsmall | Should the bullet face where the projectile is facing | false |
| bulletEnchanted | enchanted | Should the material be enchanted | false |
| audience | The [Audience][] of the bullet | world |
MOB Bullet
| Attribute | Aliases | Description | Default |
|---|---|---|---|
| mob | mobType, mm | The mob of the bullet | SkeletalKnight |
| bulletspin | bspin | The spin of the bullet | 0 |
| bulletmatchdirection | bmd | Should the bullet face where the projectile is facing | false |
| bulletKillable | bk | Allow other entities to damage the projectile bullet | false |
| bulletYOffset | byo | The Y offset of the bullet mob | 1.35 |
| bulletForwardOffset | bfo | The forward offset of the bullet mob | 1.35 |
TRACKING Bullet
| Attribute | Aliases | Description | Default |
|---|---|---|---|
| bulletmaterial | material, mat | The material of the bullet, can be vanilla item type or MythicItem | STONE |
| bulletModel | model | The CustomModelData integer for the material (define model strings on a MythicItem instead) | 0 |
| bulletColor | The color of the material, if applicable | ||
| bulletEnchanted | enchanted | Should the material be enchanted | false |
| pitch | The pitch rotation, in radians | 0 | |
| yaw | The yaw rotation, in radians | 0 | |
| roll | The roll rotation, in radians | 0 | |
| rotation | rot | The rotation of the bullet in radians, in the x,y,z format | 0,0,0 |
| pitchspeed | ps | The pitch rotation speed | 0 |
| yawspeed | ys | The yaw rotation speed | 0 |
| rollspeed | rs | The roll rotation speed | 0 |
| rotationspeed | rotspeed, rots | The rotation speed of the bullet, in the x,y,z format | 0,0,0 |
| audience | The [Audience][] of the bullet | world |
REALTRACKING Bullet
| Attribute | Aliases | Description | Default |
|---|---|---|---|
| bulletmaterial | material, mat | The material of the bullet, can be vanilla item type or MythicItem | STONE |
| bulletModel | model | The CustomModelData integer for the material (define model strings on a MythicItem instead) | 0 |
| bulletColor | The color of the material, if applicable | ||
| bulletEnchanted | enchanted | Should the material be enchanted | false |
DISPLAY Bullet
| Attribute | Aliases | Description | Default |
|---|---|---|---|
| bulletmaterial | material, mat, bulletitem | The material of the bullet, can be vanilla item type or MythicItem | STONE |
| bulletModel | model | The model of the bullet | |
| bulletcustommodeldata | custommodeldata, cmd | The CustomModelData integer for the material | 0 |
| bulletColor | The color of the material, if applicable | ||
| bulletEnchanted | enchanted | Should the material be enchanted | false |
| bulletscale | scale | The scale of the bullet | 0.5,0.5,0.5 |
| bulletyoffset | byoffset, byo | The y offset of the bullet | 0.2 |
| bulletBillboarding | bulletBillboard | The [billboard type] of the bullet | FIXED |
| bulletbrightness | bulletbrightnessblock | The bullet’s brightness | -1 |
| bulletbrightnesssky | The bullet’s sky light brightness | bulletbrightness | |
| bulletCullingDistance | bulletViewDistance, bulletViewRange | The range in which the bullet will be visible | 50 |
| pitch | The pitch rotation, in radians | 0 | |
| yaw | The yaw rotation, in radians | 0 | |
| roll | The roll rotation, in radians | 0 | |
| rotation | rot | The rotation of the bullet in radians, in the x,y,z format | 0,0,0 |
| pitchspeed | ps | The pitch rotation speed | 0 |
| yawspeed | ys | The yaw rotation speed | 0 |
| rollspeed | rs | The roll rotation speed | 0 |
| rotationspeed | rotspeed, rots | The rotation speed of the bullet, in the x,y,z format | 0,0,0 |
| tx | The translation on the x axis | 0 | |
| ty | The translation on the y axis | 0 | |
| tz | The translation on the z axis | 0 | |
| translation | pos, offset | The translations on the axes, in the x,y,z format | 0,0,0 |
| hideFirstTick | hft | Hides the item for the first tick | false |
| bulletCullingHeight | cullHeight | The bullet’s display culling height | 0.0 |
| bulletCullingWidth | cullWidth | The bullet’s display culling width | 0.0 |
| audience | The [Audience][] of the bullet | world | |
| bulletgen | generation, bulletgeneration | If MythicCrucible is installed, the generation option for the bullet item |
ME Bullet
| Attribute | Aliases | Description | Default |
|---|---|---|---|
| bulletModel | model | The MEG model to use for the bullet | |
| bulletstate | state | The state to play for the MEG model | |
| bulletcolor | The tint of the bullet’s model | ||
| bulletscale | The scale of the bullet | 1 | |
| bulletEnchanted | enchanted | Whether the bullet’s model should be enchanted | false |
| bulletGlowing | glowing | Whether the bullet’s model should be glowing | false |
| bulletglowcolor | The glow color of the bullet, if bulletGlowing is set to true |
||
| bulletCulling | culling | Whether to apply culling for the bullet model | true |
| bulletViewRadius | From how far the bullet can be seen, if greater than 0. | -1 | |
| bulletBrightness | The brightness of the bullet | ||
| bulletalod | alod | Whether to use LOD culling on the bullet | true |
TEXT Bullet
| Attribute | Aliases | Description | Default |
|---|---|---|---|
| bulletText | text | The text of the bullet | * |
| bulletBillboard | billboard | The [billboard type] of the bullet | CENTER |
| bulletscale | scale | The scale of the bullet | 0.5,0.5,0.5 |
| forcedBulletRotation | forcedRotation | Forces the rotation of the bullet with the specified pitch, yaw and roll, in the x,y,z format. Leave empty to allow the bullet to dynamically rotate based on the travel direction | |
| bulletRotatesBasedOnDirection | Whether the text bullet should rotate based on the direction of movement. Might not be what you expect | false | |
| bulletyoffset | byoffset, byo | The y offset of the bullet | 0 |
| bulletforwardoffset | bulletfo, bulletoffset, bfo | The forward offset of the bullet | 1.8 |
| backgroundcolor | color | The Background color, in the ARGB format | 64,0,0,0 |
| bulletCullingDistance | bulletViewDistance, bulletViewRange | The range in which the bullet will be visible | 50 |
| bulletCullingHeight | cullHeight | The bullet’s display culling height | 0.0 |
| bulletCullingWidth | cullWidth | The bullet’s display culling width | 0.0 |
| bulletBrightness | bulletBrightnessBlock | The bullet’s brightness, if the value is > -1 | -1 |
| bulletBrightnessSky | The bullet’s sky light brightness, if the value is > -1 | -1 | |
| audience | The [Audience][] of the bullet | world |
Examples
This example shoots a fast-moving ball of ice that damages and slows the
first entity it hits:
Mob File
Mob:
Type: SKELETON
Skills:
- skill{s=IceBolt} @target ~onTimer:100
Skills File
IceBolt:
Skills:
- projectile{onTick=IceBolt-Tick;onHit=IceBolt-Hit;v=8;i=1;hR=1;vR=1;hnp=true}
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}
hitConditions usage example:
- projectile{hitConditions=[ - isMonster true - isFrozen false ]}
Universal Mechanic Options
Mentioned by
Rebounds incoming projectiles away from the aura holder
Whether the target can be hit by a projectile
Checks if the calling projectile has ended
Modifies an attribute of the projectile that executed the mechanic
Sets the velocity on the calling projectile
Sets the CustomModelData on the current projectile's bullet
Sets the projectile's current direction to the given target
Shoots a projectile at the target location
- Author:
- Ashijin
