Useful Tips
The following is a list of Skills that might result to be of use
Table of contents:
General Rules
- NEVER test ANYTHING while in creative mode
- Always read the wiki page of what you are using in depth
- Always keep your plugins updated
- Make sure you are on a supported version. You can check that by doing
/mm version - Using ChatGPT to get configurations is a truly bad idea. Don't do that. Ever.
Mobs
Overrides
Skills:
- skill{s=[
- potion{t=BAD_OMEN;l=4;d=120000} ?~haspotioneffect{t=BAD_OMEN;l=3to4}
- potion{t=BAD_OMEN;l=3;d=120000} ?~haspotioneffect{t=BAD_OMEN;l=2}
- potion{t=BAD_OMEN;l=2;d=120000} ?~haspotioneffect{t=BAD_OMEN;l=1}
- potion{t=BAD_OMEN;l=1;d=120000} ?~haspotioneffect{t=BAD_OMEN;l=0}
- potion{t=BAD_OMEN;l=0;d=120000}
]} @trigger ~onDeath ?~isPlayer ?wearing{m=WHITE_BANNER}
Skills
Chat Messages
Items
Drops & DropTables
Multiple Drops
Skills:
- dropitem{i=droptable_name} @ThreatTablePlayers ~onDeath
In this manner, the mob will drop the droptable named droptable_name to every player in the mob Threat Table, effectively dropping it to every player that engaged the mob in combat
Skills:
- dropitem{i=droptable_name} @ThreatTablePlayers{limit=X;sort=HIGHEST_THREAT} ~onDeath
Where X is the number of top players you want being able to receive the drop.
While this method is not necessarily precise (threat can decay, among other things) it's extremely simple to implement and the precision is in an acceptable range
Specific Drops
Skills:
- dropitem{i=droptable_name} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT} ~onDeath
While this method is not necessarily precise (threat can decay, among other things) it's extremely simple to implement and the precision is in an acceptable range
Skills:
- skill{s=[
- skill{s=[
- dropitem{i=droptable_name_1}
- threat{mode=reset}
]} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT}
- skill{s=[
- dropitem{i=droptable_name_2}
- threat{mode=reset}
]} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT}
- skill{s=[
- dropitem{i=droptable_name_3}
- threat{mode=reset}
]} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT}
]} ~onDeath
This way, the droptable droptable_name_1 will be dropped to the player that dealt the most damage, droptable_name_2 to the one that dealt the second most damage and so on.
This happens because every time the inline skill
- skill{s=[
- dropitem{i=droptable_name_1}
- threat{mode=reset}
]} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT}
is called, a droptable is given to the top threat, and then the threat against that target is removed, making the "next in line" to be considered the top threat holder.
So, in order to drop something specific to the drop 10 instead of the top 3, you just have to repeat that segment over and over.
If you have MythicMobs Premium, something like the following becomes possible
Skills:
- skill{s=[
- skill{s=[
- dropitem{i=droptable_name_<skill.var.itr>}
- threat{mode=reset}
]} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT}
];repeat=X;repeatInterval=1} ~onDeath
would also work, with X being the number of players you want to give the reward with minus one (so for top 10, X would be 9) and each player is given a droptable named droptable_name_Y, where Y is their place in the "leaderboard" (so first place would receive droptable_name_1, second place droptable_name_2 and so on)
Skills:
- setvariable{var=caster.lastplayer;type=STRING;val=<trigger.uuid>} @self ~onDamaged ?~isPlayer
- dropitem{...} @UUID{u="<caster.var.lastplayer>"} ~onDeath ?variableisset{var=caster.lastplayer}