#(JustinS) Flagging entities
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(JustinS) Flagging entities
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with mythicmobs mobs or regular mobs? and are you spawningthem yourself via a script?
both types of mobs
if the latter, the save argument would work for both
probably spawning them via a script, but we might use different plugins
!lang save arg
The "save:<name>" argument is a special meta-argument that is available for all commands, but is only useful for some.
It is written like:
- run MyScript save:mysave
When the save argument is used, the results of the command will be saved on the queue, for later usage by the "entry" tag.
The useful entry keys available for any command are listed in the "Tags" documentation section for any command.
For example, the "run" command lists "<entry[saveName].created_queue>".
The "saveName" part should be replaced with whatever name you gave to the "save" argument,
and the "created_queue" part changes between commands.
Some commands have multiple save entry keys, some have just one, most don't have any.
Many users make the mistake of using dynamic save names like "save:<[something]>" - this is almost always wrong. Use a constant name, just like you do for definitions.
Script Command System
that will work for when you spawn them directly, but uh
it depends on how the other plugin spawns them to determine the other way
!c spawn
entity
spawn [<entity>|...] (<location>) (target:<entity>) (persistent) (reason:<reason>)
Spawns a list of entities at a certain location.
Spawn an entity or list of entities at the specified location.
Accepts the 'target:<entity>' argument which will cause all spawned entities to follow and attack the targeted entity.
If the persistent argument is present, the entity will not despawn when no players are within range, causing the entity to remain until killed.
Optionally specify 'reason:<reason>' (Paper only) to specify the reason an entity is spawning for the 'entity spawns' event,
using any reason from <@link url https://hub.s...
entity
spawn [<entity>|...] (<location>) (target:<entity>) (persistent) (reason:<reason>)
Spawns a list of entities at a certain location.
Spawn an entity or list of entities at the specified location.
Accepts the 'target:<entity>' argument which will cause all spawned entities to follow and attack the targeted entity.
If the persistent argument is present, the entity will not despawn when no players are within range, causing the entity to remain until killed.
Optionally specify 'reason:<reason>' (Paper only) to specify the reason an entity is spawning for the 'entity spawns' event,
using any reason from <@link url https://hub.s...
<EntityTag.is_spawned> Returns whether the entity is spawned.
<server.entity_types> Returns a list of all entity types known to the server. Generally used with ...
<entry[saveName].spawned_entities> returns a list of entities that were spawned.
<entry[saveName].spawned_entity> returns the entity that was spawned (if you only spawned one).
- spawn entity save:myentity
- flag <entry[myentity].spawned_enity>
its rough to determine how the other plugin works, but this is the biggest catch-all:
!event entity spawns
Entity
This event may fire very rapidly.
<entity> spawns (because <cause>)
when an entity spawns.
<context.entity> returns the EntityTag that spawned.
<context.location> returns the location the entity will spawn at.
<context.reason> returns the reason the entity spawned, can be ENTITY_SPAWN or any of: <@link url ...
<context.spawner_location> returns the location of the mob spawner, when reason is SPAWNER.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
!e mythic
Depenizen, MythicMobs
Depenizen
mythicspawn [<name>] [<location>] (level:<#>)
Spawns a MythicMob at a location.
This allows you to spawn a MythicMob at a location using the mob's internal name.
<entry[saveName].spawned_mythicmob> returns the spawned MythicMobsMob.
related tag there
it can be but its fluent when you get used to it
Ill need to figure out how our entities get spawned first
theres always a trigger
Is it possible to make an entity always have a flag? E.g I make a big rock guy or smth, I want them to always have the flag "no_levitation", no matter how I spawn them
yeah
Id have to use the spawn event, check if it's "big rock guy", then flag them right?
I think I got it
im grabbing an example from my servers scripts
oh alrighty
ope i apparently dont have one, uh
i thought i made spiders spawn with a chance to be invisible and fast lol
similar to how i make some phantoms bigger, youd just cast the effects