Mechanics added:
-
setPose, format: setpose{p=SITTING}
Conditions added:
-
sit/
sitting/
issitting, format: sit{s=true/false}
-
pose/
haspose, format: pose{p=SITTING}
-
sameteam, format: sameteam
-
team, format: team{t=teamName}
-
input, format: input{forward=true;backward=false}, undefined inputs will always get passed(like input{forward=true;backward=false} will only check if the player pressed the forward key and didn't press the backward key, no matter other keys are pressed or not), entities other than player will return false
Triggers added:
-
onKill, the trigger is the victim, for example: - m{m="I killed <trigger.name>"}
@server ~onKill
-
onRealBlockBreak, triggers when a player broke a block, and the BlockBreakEvent is not cancelled,
requires MythicCrucible
-
onRegainHealth(
onHeal), cancellable, triggers when entity regains health, with two skill variables: amount, reason(<skill.var.amount> and <skill.var.reason>). For reasons, see
EntityRegainHealthEvent.RegainReason
-
onInput,
not cancellable, triggers when a player press or release one of the keys below: forward, backward, left, right, sneak, jump, sprint. Available skill variables:
input string(
<skill.var.input>, return "
none" when all keys are released, format:
"forward,backward......")
forward(
<skill.var.forward>, return
true or
false)
backward
etc. requires MythicCrucible
Options added:
-
CancelInteract: Cancel the interaction with the entity, better than cancelevent mechanic
-
RemoveVanillaAttributes: Set the armor attribute to 0, and remove all other attribute modifiers
Targeters added:
-
Team{t=teamname;st=false}
t: team/t, the team to be selected
st: sameteam/sameTeam/st, whether to target the entities in the team if the caster is in the same team, false by default
-
sourceOwner{depth=1000}
depth: depth/d, the searching depth, by default infinity
this targeter lets you get the owner of the owner of the owner...until the searching depth
Placeholder added:
- The format is caster.relative.(o/a)(x/y/z).n,n,n
For example:
- caster.relative.ox.2,0,0
- caster.relative.ax.2,1,1
This is used to return coordinate-related values based on a relative coordinate system.
In this system, the player’s current position is treated as the coordinate origin, and the direction the player is facing defines the positive Z-axis.
- The X-axis represents left and right.
- The Y-axis represents up and down.
- The Z-axis represents forward and backward.
- Expressions starting with o return the offset (difference) of the specified axis between the relative position and the player. For example,
caster.relative.ox.2,0,0 returns the difference in the X-axis between the player's current position and the position that is 2 blocks to the player's left.
- Expressions starting with a return the absolute coordinate value of the specified axis at the relative position. For example,
caster.relative.ax.2,0,0 returns the absolute X coordinate of the position that is 2 blocks to the player's left.