Elite-Skript-Zonen
Zonen sind durch eine Form definierte Orte, die von Skript-Erstellern als Ziele verwendet werden koennen, um jede Art von Aktion auszufuehren.
Pro Skript kann nur eine Zone gesetzt werden.
To target zones, the target type ZONE_FULL or ZONE_BORDER can be used.
Zones themselves also use Script Targets to define were the zone will appear.
shape
Legt die Form der Zone fest. Gueltige Formen:
| Shape Type | Details | Animatable | Border |
|---|---|---|---|
CYLINDER | Zylindrische Form | ❌ | ✅ |
SPHERE | Kugelfoermige Form | ❌ | ✅ |
DOME | Kuppelform (halbe Kugel) | ❌ | ✅ |
CUBOID | Quaderform | ❌ | ✅ |
STATIC_RAY | Eine feste Linie zwischen zwei Punkten | ❌ | ❌ |
ROTATING_RAY | Eine rotierende Linie zwischen zwei Punkten | ✅ | ❌ |
TRANSLATING_RAY | Eine Linie, die sich von zwei Anfangspunkten zu zwei Endpunkten bewegt | ✅ | ❌ |
CONE | Kegelform | ❌ | ✅ |
Animierbar
Zonen mit Animationen starten die Zonenanimation, wenn das Skript zum ersten Mal aufgerufen wird.
This means that if an action has a wait time, when the action starts the zone has already been moving around while the action was waiting.
Zones are always animated on every tick. This means that if you use the SPAWN_PARTICLES action, you can set it to run every tick as the zone will be moving every tick. If you run every second, you will see the particles jumping around as the zone kept moving even on ticks where particles were not spawned.
If you want to make a rotating zone action but want to wait for a set amount of ticks before starting the action, make that a different script and call that script through RUN_SCRIPT. Make sure the RUN_SCRIPT has the wait time you want.
Zonen bleiben an ihrem endgueltigen Standort, sobald die Animation abgeschlossen ist.
All animatable zones are set to not track on the script targets since the extra movement would make things too hard to understand for scripters and players. This means that these zones will not follow bosses or players around and will always move relative to their initial spawn points.
Rand
Certain zones can have borders. Borders mean that ZONE_BORDER can be used as the target of the zone. Borders are defined by creating a second, smaller shape inside the first, larger shape. The area between the smaller zone and the larger zone is the border.
Beispiel
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Zone:
shape: CYLINDER
radius: 4
borderRadius: 3
height: 8
Target:
targetType: SELF
Actions:
- action: SPAWN_PARTICLE
particles:
- particle: SMOKE_LARGE
Target:
targetType: ZONE_BORDER
repeatEvery: 5
times: 20

This script makes smoke particles that only appear in the zone border for 5 seconds (repeat every 5 x times 20 = 100 ticks).
If you did not use the ZONE_BORDER option but the ZONE_FULL option instead then the entire zone would be covered in smoke particles like this:

SPHERE
| Key | Details | Mandatory |
|---|---|---|
shape | Sets the shape of the zone. Should be SPHERE | ✅ |
target | Sets the location for the center of the sphere | ✅ |
filter | Sets which types of entities get targeted | ❌ |
radius | Radius of the sphere | ✅ |
borderRadius | Radius of the inner sphere | ❌ |
Beispiel
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Zone:
shape: SPHERE
radius: 4
borderRadius: 3
Target:
targetType: SELF
Actions:
- action: SPAWN_PARTICLE
particles:
- particle: CLOUD
Target:
targetType: ZONE_FULL
repeatEvery: 5
times: 20

Dieses Skript demonstriert die Form einer Kugel mit Wolkenpartikeln.
DOME
| Key | Details | Mandatory |
|---|---|---|
shape | Sets the shape of the zone. Should be DOME | ✅ |
target | Sets the location for the center of the dome | ✅ |
filter | Sets which types of entities get targeted | ❌ |
radius | Radius of the dome | ✅ |
borderRadius | Radius of the inner dome | ❌ |
Beispiel
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Zone:
shape: DOME
radius: 4
borderRadius: 3
Target:
targetType: SELF
Actions:
- action: SPAWN_PARTICLE
particles:
- particle: CLOUD
Target:
targetType: ZONE_FULL
repeatEvery: 5
times: 20

Dieses Skript demonstriert die Form einer Kuppel mit Wolkenpartikeln.
CONE
| Key | Details | Mandatory |
|---|---|---|
shape | Sets the shape of the zone. Should be CONE | ✅ |
target | Sets the location for the apex (tip) of the cone | ✅ |
target2 | Sets the location for the center of the base of the cone | ✅ |
filter | Sets which types of entities get targeted | ❌ |
radius | Radius of the base of the cone | ✅ |
borderRadius | Radius of the inner cone | ❌ |
Beispiel
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Zone:
shape: CONE
radius: 10
Target:
targetType: SELF
offset: 0,0,0
Target2:
targetType: SELF
offset: 0,10,0
Actions:
- action: SPAWN_PARTICLE
particles:
- particle: CLOUD
Target:
targetType: ZONE_FULL
coverage: 0.8
repeatEvery: 5
times: 20
This script demonstrates the shape of a cone using cloud particles. Keep in mind that this zone is a CONE shape, meaning it is a 3D volume, important to consider if you're aiming to create sweep effects.
CYLINDER
| Key | Details | Mandatory |
|---|---|---|
shape | Sets the shape of the zone. Should be CYLINDER | ✅ |
target | Sets the location for the center of the cylinder | ✅ |
filter | Sets which types of entities get targeted | ❌ |
radius | Radius of the cylinder | ✅ |
borderRadius | Radius of the inner cylinder | ❌ |
height | Height of the cylinder | ✅ |
Beispiel
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Zone:
shape: CYLINDER
radius: 4
borderRadius: 3
height: 8
Target:
targetType: SELF
Actions:
- action: SPAWN_PARTICLE
particles:
- particle: CLOUD
Target:
targetType: ZONE_FULL
repeatEvery: 5
times: 20

Dieses Skript demonstriert die Form eines Zylinders mit Wolkenpartikeln.
CUBOID
| Key | Details | Mandatory |
|---|---|---|
shape | Sets the shape of the zone. Should be CUBOID | ✅ |
target | Sets the location for the center of the cuboid | ✅ |
filter | Sets which types of entities get targeted | ❌ |
x | Sets the length of the cuboid | ✅ |
y | Sets the height of the cuboid | ✅ |
z | Sets the width of the cuboid, defaults to x | ❌ |
xBorder | Sets the length of the inner cuboid | ❌ |
yBorder | Sets the height of the inner cuboid | ❌ |
zBorder | Sets the width of the inner cuboid, defaults to x | ❌ |
Beispiel
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Zone:
shape: CUBOID
x: 4
y: 4
z: 4
xBorder: 3
yBorder: 3
zBorder: 3
Target:
targetType: SELF
Actions:
- action: SPAWN_PARTICLE
particles:
- particle: CLOUD
Target:
targetType: ZONE_FULL
repeatEvery: 5
times: 20

Dieses Skript demonstriert die Form eines Quaders mit Wolkenpartikeln.
STATIC_RAY
| Key | Details | Mandatory |
|---|---|---|
shape | Sets the shape of the zone. Should be STATIC_RAY | ✅ |
target | Sets the location for the first point of the line | ✅ |
target2 | Sets the location for the last point of the line | ✅ |
filter | Sets which types of entities get targeted | ❌ |
ignoresSolidBlocks | Sets if the ray will pass through solid blocks. Defaults to true | ❌ |
pointRadius | Sets the thickness of the ray. Default is 0.5 blocks. | ❌ |
Beispiel
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Zone:
shape: STATIC_RAY
Target2:
targetType: DIRECT_TARGET
offset: 0,1,0
Target:
targetType: SELF
offset: 0,1,0
Actions:
- action: SPAWN_PARTICLE
particles:
- particle: CLOUD
Target:
targetType: ZONE_FULL
repeatEvery: 5
times: 20

Dieses Skript demonstriert die Form eines statischen Strahls mit Wolkenpartikeln.
We have adjusted the height of the zone by using the offset option on both ends of the zone to make the ray appear from the middle of the player and the boss, otherwise the ray would appear at their feet.
ROTATING_RAY
| Key | Details | Mandatory |
|---|---|---|
shape | Sets the shape of the zone. Should be ROTATING_RAY | ✅ |
filter | Sets which types of entities get targeted | ❌ |
target | Sets the location for the first point of the line | ✅ |
target2 | Sets the location for the last point of the line | ✅ |
animationDuration | Sets, in ticks, the amount of time for the rotation | ✅ |
pitchPreRotation | Applies an initial rotation to the pitch before the animation | ❌ |
yawPreRotation | Applies an initial rotation to the yaw before the animation | ❌ |
pitchRotation | Sets the pitch rotation for the animation | ❌ |
yawRotation | Sets the yaw rotation for the animation | ❌ |
ignoresSolidBlocks | Sets if the ray will pass through solid blocks. Defaults to true | ❌ |
pointRadius | Sets the thickness of the ray. Default is 0.5 blocks. | ❌ |
Beispiel
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Zone:
shape: ROTATING_RAY
animationDuration: 100
pitchPrerotation: 0
yawPrerotation: 0
pitchRotation: 0
yawRotation: 360
ignoresSolidBlocks: true
Target:
targetType: SELF
offset: 0,1,0
Target2:
targetType: DIRECT_TARGET
offset: 0,1,0
Actions:
- action: SPAWN_PARTICLE
particles:
- particle: CLOUD
Target:
targetType: ZONE_FULL
repeatEvery: 1
times: 100

Dieses Skript zeigt, wie ein rotierender Strahl mit Wolkenpartikeln aussieht.
First, it creates a ray from the boss to the player who harmed it, using cloud particles. Then, it adjusts the positions slightly upward by one block using offset.
Next, it spins the ray in a full circle around the player who was targeted. This rotation lasts for 5 seconds (100 ticks) to complete, with the targeted player as the center.
TRANSLATING_RAY
| Key | Details | Mandatory |
|---|---|---|
shape | Sets the shape of the zone. Should be TRANSLATING_RAY | ✅ |
filter | Sets which types of entities get targeted | ❌ |
animationDuration | Sets, in ticks, the amount of time for the translation | ✅ |
target | Sets the location for the first point of the line | ✅ |
finalTarget | Sets the location of the destination for the first point of the line | ✅ |
target2 | Sets the location for the second point of the line | ✅ |
finalTarget2 | Sets the location of the destination for the second point of the line | ✅ |
ignoresSolidBlocks | Sets if the ray will pass through solid blocks. Defaults to true | ❌ |
pointRadius | Sets the thickness of the ray. Default is 0.5 blocks. | ❌ |
Beispiel
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Zone:
shape: TRANSLATING_RAY
Target:
targetType: SELF
FinalTarget:
targetType: SELF
offset: 0,10,0
Target2:
targetType: DIRECT_TARGET
FinalTarget2:
targetType: DIRECT_TARGET
offset: 0,10,0
animationDuration: 100
ignoresSolidBlocks: true
Actions:
- action: SPAWN_PARTICLE
particles:
- particle: CLOUD
Target:
targetType: ZONE_FULL
repeatEvery: 1
times: 100

Dieses Skript zeigt, wie ein sich bewegender Strahl mit Wolkenpartikeln aussieht.
First, it creates a ray from the boss to the player who harmed it, using cloud particles.
Then, it animates the ray to go upwards 10 blocks from both targets using the offset on the FinalTarget1 and FinalTarget2.
The animation takes 5 seconds (100 ticks) to complete.
We can easily make the ray move sideways by adjusting the Z offset to something like offset: 0,0,10:

This behavior might change depending on where you're facing in the game.
If we modify the X offset in the script shown in the GIF image, the ray would appear to move away from us in a straight line from our perspective.
filter
The filter property can be used to only target specific entities inside of the zone. These entities can be:
| Value | Details |
|---|---|
PLAYER | Nur Spieler in der Zone (Standard) |
ELITE | Nur Eliten in der Zone |
LIVING | Alle lebenden Entitaeten in der Zone |
Beispiel
eliteScript:
FilterExample:
Events:
- PlayerDamagedByEliteMobEvent
Zone:
shape: SPHERE
radius: 12
borderRadius: 11
filter: ELITE
Target:
targetType: SELF
track: false
This example script shows how to use the filter to make the zone only target elites.