give mythic item <name> to <who>HyperMobsGive one of the items MythicMobs has under that name. What does not fit is dropped at their feet. The console says so if there is no such item
give mythic item "KingsCrown" to arg.1← All of the Docs HyperMobs
give mythic item <name> to <who>HyperMobsGive one of the items MythicMobs has under that name. What does not fit is dropped at their feet. The console says so if there is no such item
give mythic item "KingsCrown" to arg.1give <n> of mythic item <name> to <who>HyperMobsThe same, that many
give 3 of mythic item "HealingDraught" to arg.1drop mythic item <name> at <location>HyperMobsPut one on the ground there
drop mythic item "KingsCrown" at {_location}all mythic itemsHyperMobsThe names of every item MythicMobs has
send "&7MythicMobs has %size of all mythic items% items."mythic mobs within <n> blocks of <location>HyperMobsThe mythic mobs that near a place, as creatures, the nearest first: for signal mythic mob, mythic mob type of, or anything HyperScript does with a creature
for each {_mob} in mythic mobs within 30 blocks of player's location:
signal mythic mob {_mob} with "rally"mythic item exists <name>HyperMobsTrue if MythicMobs has an item of that name
if mythic item exists "KingsCrown":
give mythic item "KingsCrown" to arg.1
give 3 of mythic item "HealingDraught" to arg.1signal mythic mob <entity> with <text>HyperMobsSend a mythic mob a signal, which its own skills can wait for with ~onSignal:<text>
signal mythic mob {_mob} with "rally"on mythic mob damage "<name>":HyperMobsRuns when a mythic mob of that type is hurt. {_damage} is how much, {_cause} what did it, and {_mob}, {_type}, {_level} and {_location} are as in the other events. player is who hurt it, if a player did, also with an arrow. Without a name it runs for every mythic mob
on mythic mob damage "SkeletonKing":
send action bar "&c-%{_damage}% &7to the king" to player
if {_damage} > 10:
signal mythic mob {_mob} with "enrage"command /crown <target:player>:
permission: "mythic.give"
trigger:
if mythic item exists "KingsCrown":
give mythic item "KingsCrown" to arg.1
give 3 of mythic item "HealingDraught" to arg.1
else:
send "&cMythicMobs has no item called KingsCrown."
on mythic mob damage "SkeletonKing":
send action bar "&c-%{_damage}% &7to the king" to player
if {_damage} > 10:
signal mythic mob {_mob} with "enrage"
on mythic mob damage:
add {_damage} to {%player%.mythic_damage}
on mythic mob death "SkeletonKing":
drop mythic item "KingsCrown" at {_location}
command /rally:
permission: "mythic.give"
trigger:
for each {_mob} in mythic mobs within 30 blocks of player's location:
signal mythic mob {_mob} with "rally"
send "&7MythicMobs has %size of all mythic items% items."
| Syntax | Effect |
|---|---|
give mythic item <name> to <who> | Give one of the items MythicMobs has under that name. What does not fit is dropped at their feet. The console says so if there is no such item |
give <n> of mythic item <name> to <who> | The same, that many |
drop mythic item <name> at <location> | Put one on the ground there |
all mythic items | The names of every item MythicMobs has |
mythic mobs within <n> blocks of <location> | The mythic mobs that near a place, as creatures, the nearest first: for signal mythic mob, mythic mob type of, or anything HyperScript does with a creature |
mythic item exists <name> | True if MythicMobs has an item of that name |
signal mythic mob <entity> with <text> | Send a mythic mob a signal, which its own skills can wait for with ~onSignal:<text> |
on mythic mob damage "<name>": | Runs when a mythic mob of that type is hurt. {_damage} is how much, {_cause} what did it, and {_mob}, {_type}, {_level} and {_location} are as in the other events. player is who hurt it, if a player did, also with an arrow. Without a name it runs for every mythic mob |
on mythic mob damage: runs for every hit on every mythic mob, so keep what is in it short.