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Elite Script Actions
-
Actions
- Shared attributes
-
Action types
- ACTION_BAR_MESSAGE
- BOSS_BAR_MESSAGE
- DAMAGE
- MAKE_INVULNERABLE
- MODIFY_DAMAGE
- MESSAGE
- PLACE_BLOCK
- PLAY_ANIMATION
- PLAY_SOUND
- POTION_EFFECT
- PUSH
- RUN_COMMAND_AS_CONSOLE
- RUN_COMMAND_AS_PLAYER
- RUN_SCRIPT
- SET_MOB_AI
- SET_MOB_AWARE
- SET_ON_FIRE
- SET_TIME
- SET_WEATHER
- SPAWN_FIREWORKS
- STRIKE_LIGHTNING
- SPAWN_FALLING_BLOCK
- SPAWN_PARTICLE
- SUMMON_REINFORCEMENT
- TAG
- TELEPORT
- TITLE_MESSAGE
- UNTAG
- VISUAL_FREEZE
- Multiple actions
Table of contents generated with markdown-toc
Actions are at the core of the script. These determine what the script does and allows you to set custom intervals.
Actions always start with the type of action you are going to do. Different action types serve different functions. Additionally, all actions have a target or targets. Actions can also have a wait timer, to make sure that they things happen at customizable delays. Finally, actions can also have several other fields specific to the action type.
Values | Details | Special |
---|---|---|
Target |
More info here | ❌ |
wait |
Sets the amount of time to wait (ticks) before running actions | ❌ |
repeatEvery |
Sets the actions to repeat every set amount of ticks | ❌ |
times |
Sets the amount of times an action will happen for | Requires repeatEvery
|
scripts |
Sets the scripts that will run at the end of the action | ❌ |
Sets the action bar message for the targets.
Values | Details | Mandatory | Special |
---|---|---|---|
Target |
More info here | ✅ | ❌ |
sValue |
Message | ✅ | Can use color codes with &
|
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: ACTION_BAR_MESSAGE
Target:
targetType: NEARBY_PLAYERS
range: 10
sValue: "&2Hello World!"
Will set the action bar to say Hello World to a direct target.
Adds a bossbar to the target(s).
Values | Details | Mandatory | Special |
---|---|---|---|
Target |
More info here | ✅ | ❌ |
sValue |
Message | ✅ | Can use color codes with &
|
duration |
Duration of the boss bar in ticks | ✅ | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: BOSS_BAR_MESSAGE
Target:
targetType: NEARBY_PLAYERS
range: 10
duration: 120
sValue: "&2Hello World!"
Will set a boss bar saying Hello World to a direct target for 1 second.
This is how you can damage entities as other entities.
Note: this natively uses the EliteMobs damage system! This means that you will see the normal elite armor reduction from strikes. More on this in the multipliers section.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
multiplier |
Damage multiplier | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: DAMAGE
Target:
targetType: NEARBY_PLAYERS
range: 10
multiplier: 0.5
Sets the damage to be half the amount of base damage the boss would deal to the player, taking damage reductions into account.
Sets the damage multiplier of the boss for the effect.
Important: in order to make powers scale easily and automatically, damage is applied by having the boss hit the player once and multiplying the base damage of the boss with the multiplier.
This means that a multiplier of 1.0 is the same as a normal hit from the boss. 2.0 is a hit 2x the normal strength, and 0.5 is 50% as hard.
Makes a target invulnerable.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
invulnerable |
Sets if the boss is invulnerable | ✅ |
duration |
Sets the duration of the invulnerability (ticks) | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: MAKE_INVULNERABLE
Target:
targetType: SELF
duration: 60
Makes a boss invulnerable for 60 ticks (3 seconds).
Modifies the damage dealt to a boss or dealt to players by that boss. This is a special action with a few special requirements.
Values | Details | Mandatory |
---|---|---|
multiplier |
Damage multiplier. | ✅ |
This action is special and must be in a script that has an event listener for a damage event. The following are valid damage events: EliteMobDamagedByEliteMobEvent
, EliteMobDamagedByPlayerEvent
, EliteMobDamagedEvent
for events that reduce damage dealt to the boss and PlayerDamagedByEliteMobEvent
for events that reduce damage dealt to players.
It is highly recommended that you learn how the hasTag
condition works in order to best use this action. When used correctly, it is possible to make the boss temporarily resist or be weaker to damage, and this can be associated to player buffs, boss location or many other factors.
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: MODIFY_DAMAGE
multiplier: 2.0
Conditions:
- hasTags:
- "CoolPlayer"
Target:
targetType: DIRECT_TARGET
Increases the damage dealt to the boss by the players by 2x, but only if hte player has a tag called "CoolPlayer"
Sends a message to the target(s).
Values | Details | Mandatory | Special |
---|---|---|---|
Target |
More info here | ✅ | ❌ |
sValue |
Message | ✅ | Can use color codes with &
|
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: MESSAGE
Target:
targetType: NEARBY_PLAYERS
range: 10
sValue: "&2Hello World!"
Will send a message to all online players.
Places a block at the target location(s) for the duration.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
material |
Material of the block, full list here | ✅ |
duration |
Duration of effect, in ticks | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Zone:
shape: DOME
radius: 3
Target:
targetType: SELF
Actions:
- action: PLACE_BLOCK
Target:
targetType: ZONE_FULL
duration: 120
material: GLASS
Places lava down at the Direct Target's location for 1 second.
Note: If no duration is defined, the block placement is permanent.
Plays the specified animation for a Custom Model using Model Engine. Requires Model Engine and a valid Custom Model to be on the target that runs the animation.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
sValue |
Sets the name of the animation | ✅ |
Example
eliteScript:
Example:
Actions:
- action: PLAY_ANIMATION
Target:
targetType: SELF
sValue: "fortnite_dance"
Sets the boss to play the fortnite_dance animation. Requires the server to have Model Engine, the boss to have a custom disguise and the custom disguise to have an animation called "fortnite_dance".
Plays an in-game sound.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
sValue |
Sets the name of the sound to be played | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: PLAY_SOUND
Target:
targeType: SELF
sValue: minecraft:block.bell.resonate
Plays the resonate sound from Minecraft bells at the boss location
Applies a specific potion effect to the target(s).
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
potionEffectType |
Effect type, valid list is here | ✅ |
amplifier |
Potion effect level (starts at 0) | ✅ |
duration |
Duration of the effect (ticks) | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: POTION_EFFECT
Target:
targetType: NEARBY_PLAYERS
range: 10
potionEffectType: LEVITATION
amplifier: 1
duration: 40
This adds a level 1 slowness potion effect to a direct entity for 1 second (20 ticks).
Pushes a target by a set vector.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
vValue |
Sets vector of the velocity that will be applied | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: PUSH
wait: 3
Target:
targetType: NEARBY_PLAYERS
range: 10
vValue: 0,0.3,0
times: 30
repeatEvery: 10
Sets the boss to jump indefinitely.
Vectors are defined by vValue: x,y,z
. As an example, if you want the target to be pushed upwards, you can do vValue: 0,0.3,0
.
Runs a command as console.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
sValue |
Command that will be run | ✅ |
Note: there are placeholders available! Check RUN_COMMAND_AS_PLAYER, they're the same
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: RUN_COMMAND_AS_CONSOLE
Target:
targetType: NEARBY_PLAYERS
range: 10
sValue: broadcast Hello $bossName my name is $playerName. What is your level? $bossName my level is $bossLevel.
Makes console broadcast the message "Hello world!"
Runs a command as a player. Requires the target to be players.
Values | Details | Mandatory |
---|---|---|
target |
More info here | ✅ |
sValue |
Command that will be run | ✅ |
Note: RUN_COMMAND_AS_PLAYER and RUN_COMMAND_AS_CONSOLE use the following placeholders:
Placeholder | Details | Special |
---|---|---|
$playerName |
Display name of the player | Target must be player |
$playerX |
Player's X location | Target must be player |
$playerY |
Player's Y location | Target must be player |
$playerZ |
Player's Z location | Target must be player |
$bossName |
Display name of the player | Target must be player |
$bossX |
Boss' X location | ❌ |
$bossY |
Boss' Y location | ❌ |
$bossZ |
Boss' Z location | ❌ |
$bossLevel |
Level of the boss | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: RUN_COMMAND_AS_PLAYER
Target:
targetType: NEARBY_PLAYERS
range: 10
sValue: say Hello $bossName my name is $playerName. What is your level? $bossName my level is $bossLevel.
Makes the player run the say command with Hello world!, meaning they just say "Hello world!"
This simply runs the scripts defined in scripts
. Any action can do this, this action only exists as a convenience action for when you just want to do that.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
scripts |
Scripts that will be run | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: RUN_SCRIPT
scripts:
- Example1
- Example2
Example1:
Actions:
- action: DAMAGE
Target:
targetType: NEARBY_PLAYERS
range: 10
multiplier: 0.5
Example2:
Actions:
- action: MESSAGE
Target:
targetType: DIRECT_TARGET
sValue: "&2Gotcha back!"
When an elite gets damaged, runs ScriptRunner, which runs Example1 and Example2.
Sets if the mob has AI. In Minecraft, mobs with no AI will not move and will not attack. They can still get damaged, but damaging them will not result in them getting knocked back.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
bValue |
Sets whether the boss has AI | ✅ |
duration |
Sets the of the value set (ticks) | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: SET_MOB_AI
Target:
targetType: SELF
bValue: false
duration: 40
Sets the boss to not have AI for 2 seconds.
Sets if the mob is aware. In Minecraft, mobs that are not aware will not move to new locations and will not attack. They can still get damaged, and they will get knocked back.
As a note, if the mob was already moving to a location when it lose awareness, it will finish going to that location before fully stopping and not moving anymore.
This means you can use unaware mobs to move to defined locations, unlike mobs with no AI.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
bValue |
Sets whether the is aware | ✅ |
duration |
Sets the of the value set (ticks) | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: SET_MOB_AWARE
Target:
targetType: SELF
bValue: false
duration: 40
Sets the boss to not have awareness for 2 seconds.
Sets a player on fire for the duration.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
duration |
Duration of effect, in ticks | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: SET_ON_FIRE
Target:
targetType: NEARBY_PLAYERS
range: 10
duration: 60
Sets a direct target on fire for 1 second.
Sets the in-game time of the world the target is in.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
time |
Sets the time | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: SET_TIME
Target:
targetType: SELF
time: 10000
Sets the time of the world the boss is in to be 0 ticks.
Sets the weather of the world the target is in for a set amount of time.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
weather |
Sets the weather type | ✅ |
duration |
Sets the duration of the weather pattern | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: SET_WEATHER
Target:
targetType: SELF
weather: PRECIPITATION
duration: 120
Sets the weather of the world the boss is in to be thundering for the next minute.
The following are valid weather patterns:
-
CLEAR
- Sets the weather to be clear -
PRECIPITATION
- Sets the weather to rain / snow, depending on the biome, location height and other vanilla Minecraft considerations. -
THUNDER
- Sets the weather to thunderstorm
Spawns fireworks.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
vValue |
Sets the velocity of the fireworks rocket | ✅ |
flicker |
Sets if the firework particles will flicker | ❌ |
withTrail |
Sets if the firework rocket will leave a trail | ❌ |
power |
Sets the power of the fireworks | ❌ |
fireworkEffects |
Sets the effects of the fireworks, relating to how long it will take before exploding | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: SPAWN_FIREWORKS
Target:
targetType: SELF
offset: 0,3,0
vValue: 0,.1,0
flicker: true
withTrail: true
power: 1
fireworkEffects:
- [ORANGE, RED]
Spawns fireworks 3 blocks above the boss location with a speed of 0.1 vertically with flicker and trail, and an orange firework effect.
These are the effects the fireworks rocket will show. At least one effect is required. The following are valid effects:
- WHITE, SILVER, GRAY, BLACK, RED, MAROON, YELLOW, OLIVE, LIME, GREEN, AQUA, TEAL, BLUE, NAVY, FUCHSIA, PURPLE, ORANGE
Strikes lightning. This is a visual effect, if you want damage you should add a damage action.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: STRIKE_LIGHTNING
Target:
targetType: NEARBY_PLAYERS
range: 10
Strikes lightning at every player in the same world as the boss.
Spawns a falling block at the target. Visual only, does not place the block.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
material |
Sets the material of the falling block. Check valid types here and make sure they are a valid block material. | ✅ |
landingScripts |
Sets the list of scripts that will run when the block falls | ✅ |
landingScripts
works the same way as RUN_SCRIPT
but can accept the special target type LANDING_LOCATION
.
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: SPAWN_FALLING_BLOCK
Target:
targetType: SELF
offset: 3,10,0
material: STONE
landingScripts:
- LandingScriptExample
LandingScriptExample:
Actions:
- action: PLACE_BLOCK
Target:
targetType: LANDING_LOCATION
material: STONE
On entering combat, this script will spawn a falling stone block 10 blocks above and 3 blocks next to the boss location. Once the block falls, it will run the LandingScriptExample script, which will place a stone block at the location the block landed on.
Spawns particles at the target.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
particles |
Lists the particles that will be spawned | ✅ |
Particles have their own special settings, which go as follows:
Values | Details | Default | Special |
---|---|---|---|
x |
Sets offset of X | 0.01 | (1) |
y |
Sets offset of Y | 0.01 | (1) |
z |
Sets offset of Z | 0.01 | (1) |
amount |
Sets amount of particles spawned | 1 | (1) |
speed |
Sets speed of particles | 0.01 | ❌ |
particle |
Sets entity type | FLAME |
Pick from this list! |
red |
Sets red value | 255 |
(2) |
green |
Sets green value | 255 |
(2) |
blue |
Sets blue value | 255 |
(2) |
toRed |
Sets final red value | 255 |
(3) |
toGreen |
Sets final green value | 255 |
(3) |
toBlue |
Sets final blue value | 255 |
(3) |
(1) If the amount
is set to 0, x
, y
and z
will set the particle's velocity instead.
(2) Only for the REDSTONE
, DUST_COLOR_TRANSITION
, SPELL_MOB
and SPELL_MOB_AMBIENT
particle
s
(3) Only for the DUST_COLOR_TRANSITION
particle
It is important to note that one SPAWN_PARTICLE script can spawn multiple particles. Each particle can then have its own configuration fields within the SPAWN_PARTICLE action. Here is an example:
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Zone:
shape: CYLINDER
radius: 4
borderRadius: 3
height: 30
Target:
targetType: DIRECT_TARGET
track: true
Actions:
- action: SPAWN_PARTICLE
Target:
targetType: ZONE_BORDER
particles:
- particle: FLAME
speed: 0.2
- particle: SMOKE_NORMAL
speed: 0.1
amount: 2
repeatEvery: 10
This will spawn a flame particle and a smoke particle at the boss location.
It is possible to set a specific speed for a particle, and it works the same way the Spigot API does. This allows scripters to set a particle to go in a specific direction at a specific speed. It is not possible to make particles change direction midway. This effect is used in the flamethrower enchantment and boss power.
To move a particle, set amount: 0
. This will signal to Minecraft that the x
, y
and z
values are actually a vector. This vector sets the direction toward which your particle will go.
Let's say that you want a FLAME
particle to go up. To do this, you want a positive y
value, and nothing else. Finally, you will want to set the velocity to what you want the speed to be. Here is a full example:
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Zone:
shape: CYLINDER
radius: 4
borderRadius: 3
height: 30
Target:
targetType: DIRECT_TARGET
track: true
Actions:
- action: SPAWN_PARTICLE
Target:
targetType: ZONE_BORDER
particles:
- particle: FLAME
amount: 0
x: 0
y: 1
z: 0
speed: 0.2
- particle: SMOKE_NORMAL
speed: 0.1
amount: 0
x: 0.5
y: 1
z: 0.5
amount: 3
repeatEvery: 10
This will spawn a flame particle at the boss location that will go up.
Summons reinforcements from EliteMobs Custom Bosses.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
sValue |
Sets the filename of the Custom Boss reinforcement | ✅ |
duration |
Sets the duration of the reinforcement (ticks) | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: SUMMON_REINFORCEMENT
Target:
targetType: DIRECT_TARGET
sValue: your_boss_file.yml
Spawns the reinforcement with the filename "my_boss.yml" at the boss location.
Adds tags to the boss. Tags are just Strings, or words, that scripters can define. These are only used to run condition checks and have no direct gameplay effect outside of what they are used for in scripts.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
tags |
Sets the tags | ✅ |
duration |
Sets the duration of the tags (ticks) | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobSpawnEvent
Actions:
- action: TAG
Target:
targetType: SELF
tags:
- fireworks
- action: SPAWN_FIREWORKS
Target:
targetType: SELF
wait: 20
offset: 0,3,0
vValue: 0,.1,0
flicker: true
withTrail: true
power: 1
fireworkEffects:
- [ORANGE, RED]
repeatEvery: 20
Conditions:
hasTags:
- fireworks
Tags the boss with the string "very_sus", which can later be checked through script conditions.
Important: It is only possible to tag player and elite mobs.
Teleports the target(s) to the defined location.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
location |
Teleport location | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: TELEPORT
Target:
targetType: NEARBY_PLAYERS
range: 10
FinalTarget:
targetType: LOCATION
location: same_as_boss,0,64,0,0,0
This would teleport all players in the same world as the boss to the coordinates 0, 64, 0 of that world upon its death.
Sets the location where the player will be teleported. The format is the standard EliteMobs world_name,x,y,z,pitch,yaw
.
Example
location: world,0,64,0,0,0
This has a few special values:
- If the world name is set to
same_as_boss
, it will replace the world name with the name of the world the boss is currently in:
location: same_as_boss,0,64,0,0,0
- If there are only three values matching x, y and z the teleport will be done to a location relative to the boss location. If the boss is a regional boss, the location will be relative to the boss' spawn point.
Sets the action bar message for the targets.
Values | Details | Mandatory | Special | Default |
---|---|---|---|---|
Target |
More info here | ✅ | ❌ | ❌ |
title |
Sets the title message | ✅ | Can use color codes with &
|
❌ |
subtitle |
Sets the subtitle message | ✅ | Can use color codes with &
|
❌ |
duration |
Sets the duration of the message (ticks) | ✅ | ❌ | 0 |
fadeIn |
Sets fade in time (ticks) | ❌ | ❌ | 0 |
fadeOut |
Sets fade out time (ticks) | ❌ | ❌ | 0 |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: TITLE_MESSAGE
Target:
targetType: NEARBY_PLAYERS
range: 10
title: "&2Hello World!"
subtitle: "&2I am a subtitle!"
duration: 120
fadeIn: 20
fadeOut: 20
Will set the action bar to say Hello World to a direct target.
Removes tags from the boss. Check TAG
to see how tags work.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
tags |
Sets the tags | ✅ |
duration |
Sets the duration of the remove of the tags (ticks) | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobSpawnEvent
Actions:
- action: TAG
Target:
targetType: SELF
tags:
- fireworks
- action: SPAWN_FIREWORKS
Target:
targetType: SELF
wait: 20
offset: 0,3,0
vValue: 0,.1,0
flicker: true
withTrail: true
power: 1
fireworkEffects:
- [ORANGE, RED]
repeatEvery: 20
Conditions:
hasTags:
- fireworks
Example2:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: UNTAG
Target:
targetType: SELF
tags:
- fireworks
Removes the tag "very_sus" from the boss, which can later be checked through script conditions.
Gives the frozen visual effect to the player & does its associated damage. This should be combined with a repeating script if you don't want the effect to immediately fade.
Values | Details | Mandatory |
---|---|---|
Target |
More info here | ✅ |
duration |
Duration of effect, in ticks | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: VISUAL_FREEZE
Target:
targetType: NEARBY_PLAYERS
range: 10
duration: 20
repeatEvery: 20
times: 5
Gives direct targets the freezing visual for 1 second.
Sometimes you may want to do several actions all at once when an event happens, like sending multiple messages or doing different actions sequentially. This is easily done! Let's add a potion effect action to our example:
Example
eliteScript:
MessagePlayers:
Events:
- EliteMobDamagedEventByPlayerEvent
Actions:
- action: MESSAGE
Target:
targetType: ALL_PLAYERS
message: I am messaging all online players!
- action: MESSAGE
Target:
targetType: DIRECT_TARGET
message: I am messaging the player that hit the boss!
Basic:
- Quick Setup
- Understanding the basics of EliteMobs
- Prestige System
- Config files
- Instanced Dungeon Difficulty
- Permissions and commands
- Dungeons
- FAQ
Custom Enchantments
Creation & Customization Guides:
- Creating custom bosses
- Creating custom items
- Creating custom events
- Creating custom spawns
- Creating custom quests
- Creating custom NPCs
- Creating treasure chests
- Creating Wormholes
- Creating Custom Powers / Elite Scripting
- Creating Arenas
- Dungeon Packager / Packaging EliteMobs content
- Item Upgrade System
- How damage works
Premade content:
Mechanics:
Game Modes:
Third party support: