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Combat Mechanics

These mechanics form the core of your mob’s offensive and defensive capabilities.

Damage & Healing

damage

Deals a specified amount of damage to the target.
  • Attributes:
    • amount (number): The amount of damage to deal.
    • element (string): The damage element (e.g., FIRE, MAGIC).
    • ignoreArmor (boolean): Whether to bypass armor.
    • cause (string): The damage cause (e.g., ENTITY_ATTACK).
- damage{amount=10;element=FIRE} @target ~onAttack

heal

Restores health to the target.
  • Attributes:
    • amount (number): Health to restore.
    • percent (boolean): If true, amount is treated as a percentage of max health.
- heal{amount=5} @self ~onTimer:20

Projectiles & Missiles

missile

Fires a guided projectile that tracks its target.
  • Attributes:
    • velocity (number): Speed of the missile.
    • gravity (boolean): Whether the missile is affected by gravity.
    • onTick (skill): Skill to run every tick.
    • onHit (skill): Skill to run when it hits a target.
- missile{v=10;onTick=FireTrail;onHit=Explode} @target

projectile

Fires a standard projectile (Arrow, Fireball, etc.).
  • Attributes:
    • type (string): The projectile type (ARROW, SNOWBALL, FIREBALL).
    • velocity (number): Speed of the projectile.
- projectile{type=ARROW;v=5} @target

Control & Status

stun

Prevents the target from moving or attacking.
  • Attributes:
    • duration (ticks): How long the stun lasts.

slash

Executes a sweeping attack in front of the caster.
  • Attributes:
    • damage (number): Damage dealt.
    • range (number): Reach of the slash.

Advanced Defense

shield

Provides a temporary shield that absorbs damage.
  • Attributes:
    • amount (number): Shield capacity.
    • duration (ticks): Shield expiration.
Use shieldpercent to create shields that scale with the mob’s level or health!