Ranges from 0.0 to 1.0, always set to 1.0 when firing crossbow: <goop.bowdraw.[caster/trigger]>
Inventory slot that was last clicked by the player: <goop.slot.provided>
Will choose the next entry from the [name] list every time it parses: <goop.ordered.[name][.[index]]>
Will choose a random entry from the [name] list every time it parses: <goop.random.[name]>
Insert a character you've registered: <goop.font.[code]>
Retrieve placeholders directly from the command using <goop.dynamic.[name]>
Specified as [name]=[value];[name2]=[value2];...
Just check the bottom of the page of the mechanic.
You can make bows require full charge to perform their ability.
Or scale the damage dealt by that ability based on how long they were drawn.
Crossbows will always be fired at full drawing, so they set this value to 1
The placeholder %provided-slot% includes the observed container prefix c when called from an observed container, but this mm verson is only the slot number. You must write c<goop.slot.provided> to correctly target the clicked slot.
Allows to perform math with mythicmobs, without that pesky c.
You can have several independent parsing of the same ordered list by specifying different indexes.
Default index is 0
Must be an integer number
Note that color codes may not parse when mythicmobs evaluates the dynamic placeholder.
If you intended to send a message to players, use GooP Tell, it will parse the colours after the command is sent.
List placeholder [LPH] in order
The order is shared across all instances of this placeholder with the same index,
The index must be an integer number
If not specified, default index value is 0
%goop_ordered_[LPH][_index]%
<goop.ordered.[LPH][.index]>
Random entry of the [LPH] list placeholder
%goop_random_[LPH]%
<goop.random.[LPH]>
- command{c="goop mythicmobs runSkillAs <goop.ordered.BOSS_ATTACK_ROTATION> <caster.uuid> @<targed.uuid> ~<trigger.uuid>"} @PIR{r=20}
So, usually its a pain to make skills that execute in sequence, you have to play with stances and stuff. This however, will do that for you :), executing in order the list of skills defined in the List BOSS_ATTACK_ROTATION. Could also make them random based on chances, but for that you can usually just spamm weights into randomskill mechanic.
- message{m="Ah, <target.name>, its so nice to see you again <goop.font.flushed>!"} @Target
Personally I really like that discord :flushed: emoji so that I used it as an example here.