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Spell Configuration
Multitallented edited this page Sep 14, 2020
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This page is under construction
nearby1: # name of the target section (can be anything)
type: nearby # get all targets within a radius of you or the block you're looking at if non-zero range
cancel-if-empty: true
radius: 9
range: 0
max-targets: 1 # only get the first target found. Defaults to get all targets found
cancel-if-empty: false # does not prevent the components of the spell from being executed if there are no targets found
vector1:
type: vector # draw a line in the direction you're looking. Targets any players/mobs on that line
range: 20
penetration: true # should it be able to go through blocks
allow-multiple: false # should it stop when it gets the first target, or keep going
cancel-if-empty: true # should it not execute the components of this section if no targets found
block1:
type: block # targets the block you're looking at, or the block at the coordinates
x: "Math.abs($teleport#x$ - $teleport^1#x$) / 2" # gets the value half way between variable $teleport#x$ and $teleport^1#x$
y: "Math.abs($teleport#y$ - $teleport^1#y$) / 2"
z: "Math.abs($teleport#z$ - $teleport^1#z$) / 2"
Can be used as a condition or component. If used as a condition, it will check if the target can receive that much damage
damage: # does not do knockback, but does hit them as if you punched them
target: vector1 # defaults to self
ignore-armor: true # should be reduced by armor
damage: 6
damage: 6 # deals 6 damage to yourself
Can be used as a condition or component. If used as a condition it will check if the target has that much mana
mana:
target: nearby1
mana: 10 # gives targets from the nearby1 section 10 mana
mana: 25 # gives yourself 25 mana
Can be used as a condition or component. If used as a condition, it will check if the target is on cooldown for that many seconds
cooldown:
target: nearby1
ability: "smack"
cooldown: 0 # sets the cooldown for the smack spell to 0 for all targets in the nearby1 section
cooldown: 12000 # set cooldown for 12s
mythicskill:
name: SudoSkill # the name of the mythic mob spell
power: 1 # the power multiplier for the spell
icon: GOLDEN_CARROT # spell icon
type: spell
is-in-shop: false # should they have to unlock it with pre-reqs or buy it from the shop
level: 1
groups:
- chase
pre-reqs: # same system as regions, towns, classes, etc.
- skill:potion=7 # requires potion skill level 7
allowed-actions:
- INVISIBILITY.99 # allows the player to hold/use items that have potion effect invisibility up to level 99
exp-per-use: 15 # gives them 15 exp for this spell each time they use it
conditions:
cooldown: 120000 # must not be on 120s cooldown in order to use
mana: 50 # must have 50 mana to use
components:
1: # section 1
yield: # outcome of the section
mana: "-50 + $level$ + $rand$ * 10" # lose 50 mana - the spell level, - a random number between 0 and 10
cooldown: 120000 # spell goes on cooldown for 120s
sound: BLOCK_BREWING_STAND_BREW
item:
item: SPLASH_POTION # gives this item
potion:
type: INVISIBILITY
upgraded: false
extended: true
2: # section 2
variables:
power^1: "0" # creates a variable named $power^1#var$
yield:
cooldown: 55000
mana: -30
duration: # creates a repeating section
ticks: 150 # lasts for 7.5s (20 ticks per second)
period: 40 # repeats every 2s
delay: 40 # doesn't start until after 2s
section:
targets: # gets targets (mobs or players) for the spell
nearby1: # get targets nearby
cancel-if-empty: true # if no targets found, then do not execute any of the components in this section
radius: 9 # gets all targets other than the caster within 9 blocks
range: 10 # targets the block you're looking at up to 10 blocks away
max-targets: 1 # will only get 1 target
components:
2:
variables:
power^1: "$power^1#var$ + 1" # increases the power variable by 1
yield:
particle^1:
target: nearby1 # the target selected from the nearby1 section
pattern: waves
particle: REDSTONE
red: 115
green: 3
blue: 252
duration: 2000 # 2s
particle^2: # target defaults to the caster (self)
pattern: falling aura
particle: PORTAL
duration: 2000
potion^1:
target: nearby1
type: WEAKNESS
level: "$power^1#var$"
ticks: 40
potion^2:
type: INCREASE_DAMAGE
level: "$power^1#var$"
ticks: 40
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