MythicKorra - Advanced ProjectKorra & MythicMobs Integration Addon icon

MythicKorra - Advanced ProjectKorra & MythicMobs Integration Addon -----

Expand your MythicMobs bosses with element-based mechanics, statuses, conditions and more!



Files
The MythicKorra plugin files are located in the plugins/MythicMobs/MythicKorra folder.

Config
Code (Text):
update-checker: true
clear-cache: restart #restart/quit/death/none  #An indicator for when a player’s board file is removed from the pkboard mechanic.
load-cache: none #quit/death/none  #An indicator for when a player’s board file is loaded to him from the pkboard mechanic.
ChiblockProperties:
  sound: ENTITY_ENDER_DRAGON_HURT
  volume1: 2
  volume2: 0
  message: '* Chiblocked *'
Listeners: #You can disable the plugin listeners to certain features if you do not use them, in order to save resources.
  cache: true #PKBoard mechanic
  custom-damagemodifiers: true #Damage Modifiers
  damagemodifier: true #PKDamage mechanic
  resistmodifier: true #PKResistance mechanic
  usedability: true #UsedAbility condition


Sections
Code (Text):

# -----------------------------------------------------------
#  SECTIONS.YML - Define custom groups of Elements or Abilities
# -----------------------------------------------------------
# You can create your own named groups ("sections") of Elements and Abilities.
# These sections can then be used in plugin mechanics and conditions
# by referencing the section name instead of listing every element or ability.
#
# Example usage in MythicKorra:
#   element=fireall     (means Fire, BlueFire, Lightning, Combustion)
#   ability=test1       (means FireBlast, WaterManipulation)
#
# Section names and entries are case-insensitive.
# -----------------------------------------------------------

Elements:
  fireall:
    - Fire
    - BlueFire
    - Lightning
    - Combustion
  waterall:
    - Water
    - Ice
    - Healing
    - Plant
  airall:
    - Air
    - Flight
  earthall:
    - Earth
    - Lava
    - Metal
    - Sand
Abilities:
  test1:
    - FireBlast
    - WaterManipulation


Default (boards folder)
Code (Text):

# -----------------------------------------------------------
#  DEFAULT.YML - Default board layout for PKBoard mechanic
# -----------------------------------------------------------
# This file defines a default set of elements and abilities (skills)
# for a player board, used by the PKBoard mechanic (event=load, etc.).
#
# - The "Elements" list supports both single elements (e.g. Water)
#   and custom element sections (e.g. fireall) defined in sections.yml.
#
# - The "Abilities" section assigns abilities (skills) to board slots (slot-1 to slot-9).
#
#   PKBoard will load this layout for players if no personal board is found,
# -----------------------------------------------------------

Elements:
  - fireall
  - Water
  - Ice
Abilities:
  slot-2: WaterManipulation
  slot-3: ArcSpark
  slot-4: FireBlast
  slot-5: IceBlast




Commands
/mythickorra - main command
/mythickorra reload - reload the config (exclude listeners)
/mythickorra help - Shows all available plugin commands




Mechanics

Core
Mechanic Type Attribute Description
Chiblock Player More... Chiblock the target
OnCooldown Player More... Manage target ability cooldowns
PKDamageModifier Player More... Manage the damage dealt by a target with a given skill or element
PKDamageResistanceModifier Player More... Manage the damage a player takes from a given skill or element
PKBoard Player More... Manage target board





Chiblock

Description
Allows you to use ProjectKorra Chi blocking mechanic on players for a specified amount of time.
Attribute
Attribute Aliases Description Default
duration d, ticks, t The amount of time the target will be Chi blocked (supports suffixes: default=Ticks, t=Ticks, s=Seconds, m=Minutes, h=Hours, d=Days). 20

Examples
Chi blocks all players within 20 radius for 100 ticks (5 seconds).
Code (Text):
  Skills:
  - chiblock{duration=100} @PIR{r=20}




OnCooldown (oncd)

Description
Allows you to set cooldowns for ProjectKorra abilities on players (by ability, by element, by combo or by board).
Attribute
Attribute Aliases Description Default
ability a List of ability names to apply cooldown on. none
element e List of element names to apply cooldown on all abilities of those elements (You can use "all" to put all abilities on cooldown). none
combo e List of combo names to apply cooldown on (You can use "all" to put all combos on cooldown). none
board b List of board abilities or elements to apply cooldown on (You can use "all" to put everything from player board on cooldown). none
duration d, ticks, t How long the cooldown will last (supports suffixes: default=Ticks, t=Ticks, s=Seconds, m=Minutes, h=Hours, d=Days). 20
isoncooldown isoncd If true, always set cooldown (even if already on cooldown). If false, only set if not currently on cooldown. true

Examples
Apply a cooldown on the "FireBlast" and "WaterManipulation" abilities as well as on all Air skills that are not sub-elements (i.e. if a skill is air but is a sub-element, for example sound, the cooldown is not put on it) for 5 seconds.
Code (Text):
  Skills:
  - oncooldown{ability=FireBlast,WaterManipulation;element=Air;duration=5s} @Target

Applies a 2 minutes cooldown to all Water and Ice abilities and the "FireBlast" ability that the player currently has equipped on their board, as well as to the "EarthPillars" combo ability. The cooldown is only applied to abilities that are not already on cooldown.
Code (Text):
  Skills:
  - oncd{board=Water,Ice,FireBlast;combo=EarthPillars;isoncooldown=false;duration=2m} @Target




PKDamageModifier (pkdamage)

Description
Allows you to temporarily increase or decrease the damage dealt by a player with ProjectKorra abilities of specific elements.
Attribute
Attribute Aliases Description Default
element e List of element names whose abilities will be affected (You can use "all" to affect all elements). none
amount a Damage multiplier to apply to the affected abilities(e.g., 0.5 = take half damage, 2.0 = take double damage, 1.0 = no change). 1
duration d, ticks, t How long the damage modifier will last (supports suffixes: default=Ticks, t=Ticks, s=Seconds, m=Minutes, h=Hours, d=Days). 20

Examples
Reduce all Fire and Lightning damage dealt by the target to 30% for 20 ticks(default):
Code (Text):
  Skills:
  - pkdamagemodifier{element=fire,lightning;amount=0.3} @Target

Double all bending damage (all elements) for the trigger for 1 day:
Code (Text):
  Skills:
  - pkdamage{element=all;amount=2.0;duration=1d} @Trigger




PKDamageResistanceModifier (pkresistance)

Description
Allows you to temporarily increase or decrease the damage received by a player from ProjectKorra abilities of specific elements.
Attribute
Attribute Aliases Description Default
element e List of element names whose abilities will be affected (You can use "all" to affect all elements). none
amount a Damage multiplier to apply to the received abilities (e.g., 0.5 = take half damage, 2.0 = take double damage, 1.0 = no change). 1
duration d, ticks, t How long the resistance modifier will last (supports suffixes: default=Ticks, t=Ticks, s=Seconds, m=Minutes, h=Hours, d=Days). 20

Examples
Reduce all Fire and Earth damage received by the target by 55% for 7 seconds:
Code (Text):
  Skills:
  - pkdamageresistancemodifier{element=fire,earth;amount=0.45;ticks=7s} @Target

Increase all Water and Ice damage received by the target by 100% for 80 ticks:
Code (Text):
  Skills:
  - pkresistance{element=water,ice;amount=2;duration=80} @Target

Make the player immune to all bending damage for 2 seconds:
Code (Text):
  Skills:
  - pkresistance{element=all;amount=0;duration=2s} @PIR{r=5}




PKBoard

Description
Allows you to manipulate the ProjectKorra bending board (hotbar abilities) of a player, with support for various events such as clearing, randomizing, saving, and loading boards. You can also schedule temporary changes and restore the board after a given duration.
Create your own boards in plugins/MythicMobs/MythicKorra/boards so you can then load them to players

Events & Attribute
This mechanic uses the event attribute to determine the action. Each event supports its own set of Attribute:

General Attribute
Attribute Description Default
event The action to perform. Can be: clear, randomize, save, load. clear

Events
Event Description Extra Attribute
clear Clears all abilities from the player's bending board. Can be temporary if duration is set. duration
randomize Shuffles the player’s current board abilities. Can be temporary if duration is set. duration, empty
save Saves the player’s current board to a file for later restoration. element
load Loads a previously saved or created board from file. file, element, clear

Event-specific Attribute
Applies to event Attribute Description Default
clear, randomize duration Duration after which the player’s previous board is restored. If not set, the change is permanent (supports suffixes: default=Ticks, t=Ticks, s=Seconds, m=Minutes, h=Hours, d=Days). none
randomize empty If true, also randomizes empty slots (otherwise only non-empty slots are shuffled). false
save, load element Whether to also save/load player’s elements together with the board. true
load clear Whether to clear existing elements before loading from file. true
load file Which file to load from (filename without .yml). Use "save" for the player's own save file if he exists. default

Examples
Temporarily clear a player’s bending board for 100 ticks, then restore it:
Code (Text):
  Skills:
  - pkboard{event=clear;duration=100} @Target

Code (Text):
  Skills:
Randomize all slots on the player's board (including empty ones) for 30 seconds, then restore the original board:
  - pkboard{event=randomize;empty=true;duration=30s} @Target

Code (Text):
  Skills:
Save the player's current board and elements to a personal file:
  - pkboard{event=save} @Target

Code (Text):
  Skills:
Load the player's saved board and elements, replacing their current board:
  - pkboard{event=load;file=save} @Target

Code (Text):
  Skills:
Load a board named "asd1" for the player and keep their current elements:
  - pkboard{event=load;file=asd1;clear=false;element=false} @Target




Conditions


Elements

Description
Checks if the player has a given element or sub-element.
Condition
Condition Type Attribute Description
IsAvatar Player true / false Checks if the target is a Avatar
IsSpiritualbender Player true / false Checks if the target is a Spiritual bender
IsFirebender Player true / false Checks if the target is a Fire bender
IsBlueFirebender Player true / false Checks if the target is a Blue Fire bender
IsLightningbender Player true / false Checks if the target is a Lightning bender
IsCombustionbender Player true / false Checks if the target is a Combustion bender
IsAirbender Player true / false Checks if the target is a Air bender
IsFlightbender Player true / false Checks if the target is a Flight bender
IsWaterbender Player true / false Checks if the target is a Water bender
IsIcebender Player true / false Checks if the target is a Ice bender
IsPlantbender Player true / false Checks if the target is a Plant bender
IsHealingbender Player true / false Checks if the target is a Healing bender
IsBloodbender Player true / false Checks if the target is a Blood bender
IsEarthbender Player true / false Checks if the target is a Earth bender
IsSandbender Player true / false Checks if the target is a Sand bender
IsMetalbender Player true / false Checks if the target is a Metal bender
IsLavabender Player true / false Checks if the target is a Lava bender
IsChibender Player true / false Checks if the target is a Chiblocker

Examples
Check if target player is a Fire bender
Code (Text):
  TargetConditions:
  - isfirebender true

Check if the target player is not a Plant bender
Code (Text):
  TargetConditions:
  - isplantbender false




Status

Description
Checks if the player is on given ProjectKorra status.
Condition
Condition Type Attribute Description
IsAvatarState Player true / false Checks if the target is in Avatar State
IsBloodbent Player true / false Checks if the target is Blood bent
IsChiBlocked Player true / false Checks if the target is a Chi blocked
IsControlledByMetalClips Player true / false Checks if the target is Controlled by Metal Clips
IsIlluminating Player true / false Checks if the target is Illuminating
IsParalyzed Player true / false Checks if the target is Paralyzed
IsTremorSensing Player true / false Checks if the target is Tremor Sensing

Examples
Check if the target player is not in Avatar State.
Code (Text):
  TargetConditions:
  - isavatarstate false

Check if the target player is paralyzed.
Code (Text):
  TargetConditions:
  - isparalyzed true




IsOnCooldown (isoncd)

Description
Checks if a given target player ability is on cooldown
Attribute
Attribute Aliases Description Default
ability a Name of the ability that is being checked. 20
method m Determines whether the condition requires any (or) or all (and) of the listed abilities to be on cooldown. or

Examples
Checks if the FireBlast ability is currently on cooldown
Code (Text):
  TargetConditions:
  - isoncooldown{ability=FireBlast} true

Checks if the WaterManipulation or Lightning abilities is currently not on cooldown
Code (Text):
  TargetConditions:
  - isoncooldown{ability=WaterManipulation,Lightning} false

Checks if the WaterManipulation and FireBlast abilities is currently not on cooldown
Code (Text):
  TargetConditions:
  - isoncooldown{ability=WaterManipulation,FireBlast;method=and} false






UsedAbility (isoncd)

Description
Checks if a mob has been hit by a given ability.
Attributes
Attribute Aliases Description Default
ability a List of ability names to check for. If empty, matches any ability. none
element e List of elements. If empty, matches any element. none
cooldown cd Minimum time between triggers (default = ticks; supports suffixes: t=Ticks, s=Seconds, m=Minutes, h=Hours, d=Days). 0
abilityonly aonly If true, the condition passes if the entity was not recently hit by any PK ability (i.e. ability check is inverted, please use this only if condition is false). Useful for negating. See below in examples for more information. false

Examples
Check if the mob was hit by FireBlast oraz EarthBlast abilities.
Code (Text):
  Conditions:
  - usedability{ability=FireBlast,EarthBlast} true

Checks if the mob was hit by a steam ability or by any of the Christmas plugin abilities (Christmas, Santa, Snowman).
Code (Text):
  Conditions:
  - usedability{element=christmas,santa,snowman,steam} true

Checks if the mob was hit by WaterManipulation (with a 2-second cooldown, so this condition can trigger at most once every 2 seconds). This is also useful for skills that hit multiple times simultaneously, such as some chi abilities.
Code (Text):
  Conditions:
  - usedability{ability=WaterManipulation;cd=40} true

Check if the mob was hit by something other than the CandyCannon.
Code (Text):
  Conditions:
  - usedability{ability=CandyCannon} false

Check if the mob was hit by an ability other than CandyCannon.
Code (Text):
  Conditions:
  - usedability{ability=CandyCannon;abilityonly=true} false




Custom Elements

Description
Checks if the player has a given custom element or sub-element.
Condition
Condition Type Attribute Description Plugin
IsSpiritbender Player true / false Checks if the target is a Spirit bender Spirits
IsDarkSpiritbender Player true / false Checks if the target is a Dark Spirit bender Spirits
IsLightSpiritbender Player true / false Checks if the target is a Light Spirit bender Spirits
IsSteambender Player true / false Checks if the target is a Steam bender Cloudy
IsChristmasbender Player true / false Checks if the target is a Christmas bender ChristmasElement
IsSantabender Player true / false Checks if the target is a Santa bender ChristmasElement
IsSnowmanbender Player true / false Checks if the target is a Snowman bender ChristmasElement
IsLovebender Player true / false Checks if the target is a Love bender LoveLovePlus

Examples
Check if the target player is a Steam bender.
Code (Text):
  TargetConditions:
  - issteambender true

Check if the target player is not a Christmas bender.
Code (Text):
  TargetConditions:
  - ischristmasbender false

If you want me to add some custom condition to the addon that is not currently added, just let me know!




Damage Modifiers

Description
Sets the modifier for damage received from abilities or elements from ProjectKorra to the Boss.
Usage
You can simply use any ability name or any element/sub-element + "_BENDING"
Work with custom elements and abilities
Examples
The boss will be immune to Fire element damage except for FireBlast which will deal 70% damage to him. Steam element damage will be reduced by 50% and he will take double damage from Lightning element.
Code (Text):
  DamageModifiers:
  - FIRE_BENDING -1
  - FireBlast 0.7
  - STEAM_BENDING 0.5
  - LIGHTNING_BENDING 2




Custom AI

Description
Sets the boss AI to trigger players based on their element.
Usage
MythicKorra does not implement custom AI, however you can still use condition for it (mythicmobs premium version only).
Simply use "nearestconditionaltarget" AITargetSelector from MythicMobs.
See below.
Examples
The boss will only attack targets with Fire element.
Code (Text):
  AITargetSelectors:
  - clear
  - nearestconditionaltarget{conditions=[ - isfirebender true ]}

The boss will attack in this order: Chi blocked target -> Water bender target -> Earth bender target -> Anyone else who is not an airbender
Code (Text):
  AITargetSelectors:
  - clear
  - nearestconditionaltarget{conditions=[ - ischiblocked true ]}
  - nearestconditionaltarget{conditions=[ - iswaterbender true ]}
  - nearestconditionaltarget{conditions=[ - isearthbender true ]}
  - nearestconditionaltarget{conditions=[ - isairbender false ]}
Resource Information
Author:
----------
Total Downloads: 113
First Release: Jun 10, 2025
Last Update: Jul 26, 2025
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