Lua-скриптинг: Мир и окружение
Эта страница описывает каждый метод, доступный в context.world, context.vectors, context.settings и context.event. Они позволяют вашим Lua-пауэрам взаимодействовать с миром Minecraft -- спавнить сущности, воспроизводить эффекты, запрашивать блоки и многое другое. Если вы новичок в Lua-пауэрах, начните с Начало работы.
context.world
The world table provides methods for spawning entities, playing effects, modifying blocks, and changing world state. All methods are called with the colon syntax (world:method()).
world:spawn_particle_at_location(location, particleSpec)
Spawns particles at a location. The second argument can be a simple particle name string or a full particle spec table for advanced control.
| Parameter | Type | Notes |
|---|---|---|
location | location table | Where to spawn particles |
particleSpec | string or table | Particle name or a particle spec table (see below) |
Example
return {
api_version = 1,
on_enter_combat = function(context)
-- Simple particle by name
context.world:spawn_particle_at_location(context.boss:get_location(), "FLAME")
-- Full particle spec table with red dust
context.world:spawn_particle_at_location(context.boss:get_location(), {
particle = "DUST",
amount = 10,
x = 0.5,
y = 0.5,
z = 0.5,
speed = 0.02,
red = 255,
green = 0,
blue = 0,
})
end
}
Particle Spec Table Format
| Key | Type | Default | Notes |
|---|---|---|---|
particle | string | required | Particle name |
amount | int | 1 | Number of particles |
x, y, z | number | 0 | Spread/offset in each axis |
speed | number | 0 | Particle speed |
red, green, blue | int | 255 | RGB color for DUST and DUST_COLOR_TRANSITION |
toRed, toGreen, toBlue | int | 255 | Transition target color for DUST_COLOR_TRANSITION |
For DUST_COLOR_TRANSITION, you can also use snake_case keys: to_red, to_green, to_blue.
world:play_sound_at_location(location, sound, volume, pitch)
Plays a sound at a location.
| Parameter | Type | Default | Notes |
|---|---|---|---|
location | location table | Where to play the sound | |
sound | string | Minecraft sound key (e.g. "entity.blaze.shoot") | |
volume | number | 1.0 | Volume |
pitch | number | 1.0 | Pitch |
Example
return {
api_version = 1,
on_spawn = function(context)
context.world:play_sound_at_location(
context.boss:get_location(),
"entity.wither.spawn",
1.0,
0.5
)
end
}
world:strike_lightning_at_location(location)
Strikes lightning at a location (visual and damaging).
| Parameter | Type | Notes |
|---|---|---|
location | location table | Where to strike |
Example
return {
api_version = 1,
on_boss_damaged_by_player = function(context)
if context.player == nil then return end
if not context.cooldowns:check_local("lightning", 100) then return end
context.world:strike_lightning_at_location(context.player:get_location())
context.player:send_message("&eA bolt of lightning strikes you!")
end
}
world:spawn_entity_at_location(entityType, location, options)
Spawns a vanilla Minecraft entity.
| Parameter | Type | Notes |
|---|---|---|
entityType | string | Entity type name (e.g. "FIREBALL", "ARROW") |
location | location table | Where to spawn |
options | table (optional) | Spawn options (see below) |
Entity Spawn Options
| Key | Type | Default | Notes |
|---|---|---|---|
velocity | vector table | nil | Initial velocity {x, y, z} |
effect | string | nil | EntityEffect to play on spawn |
duration | int | 0 | Auto-remove after this many ticks (0 = never) |
on_land | function | nil | Callback when the entity lands on the ground |
max_ticks | int | 6000 | Max ticks to monitor before forcing the on_land callback |
Returns an entity wrapper table.
Example
return {
api_version = 1,
on_boss_damaged_by_player = function(context)
if context.player == nil then return end
if not context.cooldowns:check_local("fireball_spawn", 100) then return end
-- Spawn a fireball aimed at the player
local boss_loc = context.boss:get_location()
local dir = context.vectors.get_vector_between_locations(boss_loc, context.player:get_location())
dir = context.vectors.normalize_vector(dir)
context.world:spawn_entity_at_location("FIREBALL", boss_loc, {
velocity = { x = dir.x * 2, y = dir.y * 2, z = dir.z * 2 },
duration = 100,
})
end
}
Example
return {
api_version = 1,
on_enter_combat = function(context)
-- Spawn a primed TNT with a landing callback
context.world:spawn_entity_at_location("TNT", context.boss:get_location(), {
velocity = { x = 0, y = 1.5, z = 0 },
on_land = function(land_location, entity_ref)
context.world:spawn_particle_at_location(land_location, {
particle = "EXPLOSION_EMITTER",
amount = 1,
})
end,
})
end
}
world:spawn_falling_block_at_location(location, material, options)
Spawns a falling block entity.
| Parameter | Type | Notes |
|---|---|---|
location | location table | Where to spawn |
material | string | Material name (e.g. "STONE", "MAGMA_BLOCK") |
options | table (optional) | Spawn options (see below) |
Falling Block Options
| Key | Type | Default | Notes |
|---|---|---|---|
velocity | vector table | nil | Initial velocity {x, y, z} |
drop_item | boolean | false | Whether the block drops as an item |
hurt_entities | boolean | false | Whether the block damages entities it lands on |
on_land | function | nil | Callback function(land_location, entity_ref) when the block lands |
Returns an entity reference table.
Example
return {
api_version = 1,
on_enter_combat = function(context)
-- Rain magma blocks from above
local loc = context.boss:get_location()
for i = 1, 5 do
local offset_loc = {
x = loc.x + math.random(-3, 3),
y = loc.y + 10,
z = loc.z + math.random(-3, 3),
world = loc.world
}
context.world:spawn_falling_block_at_location(offset_loc, "MAGMA_BLOCK", {
velocity = { x = 0, y = -0.5, z = 0 },
hurt_entities = true,
on_land = function(land_location, entity_ref)
context.world:spawn_particle_at_location(land_location, { particle = "LAVA", amount = 8 })
end,
})
end
end
}
world:spawn_custom_boss_at_location(filename, location, options)
Spawns an EliteMobs custom boss from a config file.
| Parameter | Type | Notes |
|---|---|---|
filename | string | Boss config filename (e.g. "my_boss.yml") |
location | location table | Where to spawn |
options | table (optional) | Spawn options (see below) |
Custom Boss Spawn Options
| Key | Type | Default | Notes |
|---|---|---|---|
level | int | boss level | Override the spawned boss level |
silent | boolean | false | Suppress spawn messages |
velocity | vector table | nil | Initial velocity |
add_as_reinforcement | boolean | false | Register as a reinforcement of the current boss |
Returns an entity wrapper table, or nil if the boss could not be created.
Example
return {
api_version = 1,
on_enter_combat = function(context)
local minion = context.world:spawn_custom_boss_at_location(
"skeleton_minion.yml",
context.boss:get_location(),
{ level = 10, add_as_reinforcement = true }
)
if minion ~= nil then
context.boss:send_message("&cMinions, arise!")
end
end
}
world:spawn_boss_at_location(filename, location, level)
A simpler boss spawn method. Spawns a custom boss at a location with an optional level.
| Parameter | Type | Default | Notes |
|---|---|---|---|
filename | string | Boss config filename | |
location | location table | boss location | Where to spawn (optional, defaults to boss location) |
level | int | boss level | Override spawn level (optional) |
Returns an entity wrapper table, or nil.
Example
return {
api_version = 1,
on_enter_combat = function(context)
context.world:spawn_boss_at_location("zombie_guard.yml", context.boss:get_location(), 5)
context.boss:send_message("&cGuards, defend me!")
end
}
world:spawn_reinforcement_at_location(filename, location, inheritLevel, velocity)
Spawns a reinforcement that is tracked by the EliteMobs reinforcement system.
| Parameter | Type | Default | Notes |
|---|---|---|---|
filename | string | Boss config filename | |
location | location table | Where to spawn | |
inheritLevel | int | 0 | Level inheritance mode (0 = default) |
velocity | vector table | nil | Initial velocity (optional) |
Returns an entity wrapper table, or nil.
Example
return {
api_version = 1,
on_enter_combat = function(context)
context.world:spawn_reinforcement_at_location(
"necro_skeleton.yml",
context.boss:get_location(),
0,
{ x = 0, y = 0.5, z = 0 }
)
context.boss:send_message("&5Rise, my servant!")
end
}
world:spawn_fireworks_at_location(location, spec)
Spawns a firework entity with full control over effects.
| Parameter | Type | Notes |
|---|---|---|
location | location table | Where to spawn |
spec | table | Firework specification (see below) |
Firework Spec Table
| Key | Type | Default | Notes |
|---|---|---|---|
power | int | 1 | Flight power (height) |
velocity | vector table | nil | Initial velocity |
shot_at_angle | boolean | true | Whether the firework is shot at an angle (used when velocity is set) |
effects | table of tables | nil | Array of firework effect specs. If omitted, the top-level spec is treated as a single effect. |
Firework Effect Spec
| Key | Type | Default | Notes |
|---|---|---|---|
type | string | "BALL_LARGE" | "BALL", "BALL_LARGE", "STAR", "BURST", "CREEPER" |
flicker | boolean | true | Twinkle effect |
trail | boolean | true | Trail effect |
colors | table | nil | Array of color names or {red, green, blue} tables |
fade_colors | table | nil | Array of fade color names or {red, green, blue} tables |
Color names: "WHITE", "SILVER", "GRAY", "BLACK", "RED", "MAROON", "YELLOW", "OLIVE", "LIME", "GREEN", "AQUA", "TEAL", "BLUE", "NAVY", "FUCHSIA", "PURPLE", "ORANGE"
Returns an entity reference table. You can call :detonate() on it to force immediate detonation.
Example
return {
api_version = 1,
on_spawn = function(context)
local fw = context.world:spawn_fireworks_at_location(context.boss:get_location(), {
power = 0,
effects = {
{
type = "STAR",
flicker = true,
trail = true,
colors = { "RED", "ORANGE", { red = 255, green = 200, blue = 0 } },
fade_colors = { "YELLOW" },
},
},
})
-- Detonate immediately for a visual burst
context.scheduler:run_after(1, function()
fw:detonate()
end)
end
}
world:spawn_splash_potion_at_location(location, spec)
Spawns a thrown splash potion entity.
| Parameter | Type | Notes |
|---|---|---|
location | location table | Where to spawn |
spec | table | Potion specification (see below) |
Splash Potion Spec Table
| Key | Type | Notes |
|---|---|---|
velocity | vector table | Initial velocity for the thrown potion |
effects | table of tables | Array of potion effect specs |
Potion Effect Spec
| Key | Type | Default | Notes |
|---|---|---|---|
type | string | required | Potion effect type name (e.g. "SLOWNESS", "POISON") |
duration | int | 0 | Duration in ticks |
amplifier | int | 0 | Effect amplifier (0 = level I) |
overwrite | boolean | true | Whether to overwrite existing effects of the same type |
Returns an entity reference table, or nil.
Example
return {
api_version = 1,
on_boss_damaged_by_player = function(context)
if context.player == nil then return end
if not context.cooldowns:check_local("potion_throw", 200) then return end
local dir = context.vectors.get_vector_between_locations(
context.boss:get_location(),
context.player:get_location()
)
dir = context.vectors.normalize_vector(dir)
context.world:spawn_splash_potion_at_location(context.boss:get_location(), {
velocity = { x = dir.x * 1.5, y = 0.5, z = dir.z * 1.5 },
effects = {
{ type = "SLOWNESS", duration = 100, amplifier = 1 },
{ type = "WEAKNESS", duration = 60, amplifier = 0 },
},
})
end
}
world:place_temporary_block_at_location(location, material, duration, requireAir)
Places a temporary block that reverts automatically after a duration.
| Parameter | Type | Default | Notes |
|---|---|---|---|
location | location table | Where to place | |
material | string | Material name | |
duration | int | 0 | Ticks before the block reverts (0 = permanent) |
requireAir | boolean | false | If true, only places if the block is currently air |
Example
return {
api_version = 1,
on_enter_combat = function(context)
-- Create a temporary ice floor under the boss
local loc = context.boss:get_location()
for dx = -2, 2 do
for dz = -2, 2 do
context.world:place_temporary_block_at_location(
{ x = loc.x + dx, y = loc.y - 1, z = loc.z + dz, world = loc.world },
"PACKED_ICE",
100,
false
)
end
end
end
}
world:set_block_at_location(location, material, requireAir)
Permanently sets a block. Use place_temporary_block_at_location if you want it to revert.
| Parameter | Type | Default | Notes |
|---|---|---|---|
location | location table | Where to place | |
material | string | Material name | |
requireAir | boolean | false | If true, only places if the block is currently air |
Example
return {
api_version = 1,
on_enter_combat = function(context)
-- Place fire at the boss's location
context.world:set_block_at_location(context.boss:get_location(), "FIRE", true)
end
}
world:get_block_type_at_location(location)
Returns the material name of the block at a location as a string.
| Parameter | Type | Notes |
|---|---|---|
location | location table | Location to query |
Example
return {
api_version = 1,
on_enter_combat = function(context)
local block_type = context.world:get_block_type_at_location(context.boss:get_location())
if block_type == "WATER" then
context.boss:send_message("&bThe boss is empowered by water!")
context.boss:apply_potion_effect("SPEED", 200, 1)
end
end
}
world:get_highest_block_y_at_location(location)
Returns the Y coordinate of the highest non-air block at the given X/Z position.
| Parameter | Type | Notes |
|---|---|---|
location | location table | Location to query (X and Z are used) |
Example
return {
api_version = 1,
on_boss_damaged_by_player = function(context)
if context.player == nil then return end
if not context.cooldowns:check_local("skyport", 200) then return end
local loc = context.player:get_location()
local ground_y = context.world:get_highest_block_y_at_location(loc)
-- Teleport the player to the surface
context.player:teleport_to_location({
x = loc.x, y = ground_y + 1, z = loc.z, world = loc.world
})
context.player:send_message("&eYou are teleported to the surface!")
end
}
world:get_blast_resistance_at_location(location)
Returns the blast resistance of the block at a location as a number.
| Parameter | Type | Notes |
|---|---|---|
location | location table | Location to query |
Example
return {
api_version = 1,
on_enter_combat = function(context)
local resistance = context.world:get_blast_resistance_at_location(context.boss:get_location())
context.log:info("Blast resistance at boss: " .. resistance)
end
}
world:is_air_at_location(location)
Returns true if the block at the location is air.
| Parameter | Type | Notes |
|---|---|---|
location | location table | Location to query |
Example
return {
api_version = 1,
on_enter_combat = function(context)
local loc = context.boss:get_location()
local above = { x = loc.x, y = loc.y + 2, z = loc.z, world = loc.world }
if context.world:is_air_at_location(above) then
-- There is space above the boss, launch upward
context.boss:set_velocity_vector({ x = 0, y = 1.5, z = 0 })
end
end
}
world:is_passable_at_location(location)
Returns true if the block at the location is passable (entities can walk through it).
| Parameter | Type | Notes |
|---|---|---|
location | location table | Location to query |
Example
return {
api_version = 1,
on_enter_combat = function(context)
if context.world:is_passable_at_location(context.boss:get_location()) then
context.log:info("Boss is in a passable block")
end
end
}
world:is_passthrough_at_location(location)
Returns true if the block at the location is not solid (similar to passable, but based on solid check).
| Parameter | Type | Notes |
|---|---|---|
location | location table | Location to query |
Example
return {
api_version = 1,
on_enter_combat = function(context)
local loc = context.boss:get_location()
local above = { x = loc.x, y = loc.y + 1, z = loc.z, world = loc.world }
if context.world:is_passthrough_at_location(above) then
context.log:info("Boss can move upward")
end
end
}
world:is_on_floor_at_location(location)
Returns true if the block at the location is non-solid AND the block below it is solid (i.e. the location is "standing on the floor").
| Parameter | Type | Notes |
|---|---|---|
location | location table | Location to query |
Example
return {
api_version = 1,
on_enter_combat = function(context)
if context.world:is_on_floor_at_location(context.boss:get_location()) then
context.boss:send_message("&aThe boss slams the ground!")
context.world:spawn_particle_at_location(context.boss:get_location(), {
particle = "BLOCK",
amount = 30,
})
end
end
}
world:is_standing_on_material(location, material)
Returns true if the block directly below the location matches the given material.
| Parameter | Type | Notes |
|---|---|---|
location | location table | Location to query |
material | string | Material name to check |
Example
return {
api_version = 1,
on_boss_damaged_by_player = function(context)
if context.player == nil then return end
if context.world:is_standing_on_material(context.player:get_location(), "SOUL_SAND") then
context.player:send_message("&8The soul sand saps your strength!")
context.player:apply_potion_effect("SLOWNESS", 60, 2)
end
end
}
world:set_world_time(time) / world:set_world_time(location, time)
Sets the world time. You can optionally pass a location to specify which world.
| Parameter | Type | Notes |
|---|---|---|
location | location table (optional) | Which world to affect. Defaults to the boss world. |
time | int | World time in ticks (0 = dawn, 6000 = noon, 13000 = night, 18000 = midnight) |
Example
return {
api_version = 1,
on_enter_combat = function(context)
-- Set to midnight when combat starts
context.world:set_world_time(18000)
context.boss:send_message("&8Darkness falls...")
end
}
world:set_world_weather(weather, duration) / world:set_world_weather(location, weather, duration)
Sets the weather in the boss world.
| Parameter | Type | Default | Notes |
|---|---|---|---|
location | location table (optional) | boss world | Which world to affect |
weather | string | "CLEAR", "RAIN" (or "PRECIPITATION"), "THUNDER" | |
duration | int | 6000 | Weather duration in ticks |
Example
return {
api_version = 1,
on_enter_combat = function(context)
-- Start a thunderstorm for 200 ticks
context.world:set_world_weather("THUNDER", 200)
context.boss:send_message("&eA storm gathers!")
end
}
world:generate_fake_explosion(blockLocations, sourceLocation)
Creates a fake explosion visual using the EliteMobs explosion regen system (blocks break and regenerate).
| Parameter | Type | Notes |
|---|---|---|
blockLocations | table of location tables | Array of block locations to "explode" |
sourceLocation | location table (optional) | Explosion source for directional calculations |
Example
return {
api_version = 1,
on_enter_combat = function(context)
local loc = context.boss:get_location()
local blocks = {}
for dx = -1, 1 do
for dz = -1, 1 do
table.insert(blocks, { x = loc.x + dx, y = loc.y, z = loc.z + dz, world = loc.world })
end
end
context.world:generate_fake_explosion(blocks, loc)
end
}
world:run_console_command(command)
Executes a console command as the server.
| Parameter | Type | Notes |
|---|---|---|
command | string | The command to run (without the leading /) |
Example
return {
api_version = 1,
on_enter_combat = function(context)
context.world:run_console_command("say The boss has entered phase 2!")
end
}
world:run_empowered_lightning_task_at_location(location)
Runs the empowered lightning visual task (used by Ender Dragon powers). This creates a more dramatic lightning strike with additional effects.
| Parameter | Type | Notes |
|---|---|---|
location | location table | Where to strike |
Example
return {
api_version = 1,
on_enter_combat = function(context)
context.world:run_empowered_lightning_task_at_location(context.boss:get_location())
context.boss:send_message("&eFeel the power of the storm!")
end
}
world:spawn_fake_gold_nugget_at_location(location, velocity, hasGravity)
Spawns a fake gold nugget projectile used by the bullet hell system.
| Parameter | Type | Default | Notes |
|---|---|---|---|
location | location table | Spawn location | |
velocity | vector table | Initial velocity | |
hasGravity | boolean | false | Whether the projectile has gravity |
Returns a fake projectile table with methods: get_location(), set_gravity(bool), remove(), is_removed().
Example
return {
api_version = 1,
on_boss_damaged_by_player = function(context)
if context.player == nil then return end
if not context.cooldowns:check_local("nugget", 60) then return end
local dir = context.vectors.get_vector_between_locations(
context.boss:get_location(),
context.player:get_location()
)
dir = context.vectors.normalize_vector(dir)
context.world:spawn_fake_gold_nugget_at_location(
context.boss:get_location(),
{ x = dir.x, y = dir.y, z = dir.z }
)
end
}
world:run_fake_gold_nugget_damage(projectiles)
Processes damage for a table of fake gold nugget projectiles against nearby entities.
| Parameter | Type | Notes |
|---|---|---|
projectiles | table | Array of fake projectile tables from spawn_fake_gold_nugget_at_location |
Example
return {
api_version = 1,
on_enter_combat = function(context)
-- Spawn some projectiles and store them
context.state.active_projectiles = {}
local loc = context.boss:get_location()
for i = 1, 5 do
local angle = (i / 5) * math.pi * 2
local nugget = context.world:spawn_fake_gold_nugget_at_location(
loc,
{ x = math.cos(angle) * 0.5, y = 0.3, z = math.sin(angle) * 0.5 }
)
table.insert(context.state.active_projectiles, nugget)
end
-- Process damage each tick for 3 seconds
context.scheduler:run_every(1, function()
context.world:run_fake_gold_nugget_damage(context.state.active_projectiles)
end, 60)
end
}
world:generate_player_loot(times)
Generates loot for players who damaged the boss.
| Parameter | Type | Default | Notes |
|---|---|---|---|
times | int | 1 | Number of loot rolls |
Example
return {
api_version = 1,
on_boss_damaged_by_player = function(context)
local pct = context.boss:get_health() / context.boss:get_maximum_health()
if pct < 0.5 and not context.boss:has_tag("bonus_loot") then
context.boss:add_tag("bonus_loot")
context.world:generate_player_loot(2)
context.boss:send_message("&6Bonus loot drops!")
end
end
}
world:drop_bonus_coins(multiplier)
Drops bonus coins for all players who contributed to damaging the boss.
| Parameter | Type | Default | Notes |
|---|---|---|---|
multiplier | number | 2.0 | Coin amount multiplier |
Example
return {
api_version = 1,
on_boss_damaged_by_player = function(context)
local pct = context.boss:get_health() / context.boss:get_maximum_health()
if pct < 0.25 and not context.boss:has_tag("bonus_coins") then
context.boss:add_tag("bonus_coins")
context.world:drop_bonus_coins(3.0)
context.boss:send_message("&6Gold spills everywhere!")
end
end
}
context.vectors
Vector math helpers. These are called as regular functions (dot syntax), not methods.
| Method | Returns | Notes |
|---|---|---|
vectors.get_vector_between_locations(loc1, loc2[, options]) | vector table | Direction from loc1 to loc2 |
vectors.normalize_vector(vec) | vector table | Returns a unit-length vector |
vectors.rotate_vector(vec, pitch, yaw) | vector table | Rotates a vector by pitch and yaw degrees |
All vector tables have fields x, y, z.
vectors.get_vector_between_locations(loc1, loc2, options)
| Parameter | Type | Notes |
|---|---|---|
loc1 | location table | Start point |
loc2 | location table | End point |
options | table (optional) | Post-processing options (see below) |
Vector Options
| Key | Type | Default | Notes |
|---|---|---|---|
normalize | boolean | false | Normalize the resulting vector |
multiplier | number | 1.0 | Scale the vector |
offset | vector table | nil | Add an offset vector |
Example
return {
api_version = 1,
on_boss_damaged_by_player = function(context)
if context.player == nil then return end
if not context.cooldowns:check_local("dash", 100) then return end
-- Compute a normalized direction from boss to player, scaled to speed 2
local dir = context.vectors.get_vector_between_locations(
context.boss:get_location(),
context.player:get_location(),
{ normalize = true, multiplier = 2.0 }
)
-- Launch the boss toward the player
context.boss:set_velocity_vector(dir)
end
}
vectors.normalize_vector(vec)
| Parameter | Type | Notes |
|---|---|---|
vec | vector table | Input vector |
Example
return {
api_version = 1,
on_boss_damaged_by_player = function(context)
if context.player == nil then return end
local raw = context.vectors.get_vector_between_locations(
context.boss:get_location(),
context.player:get_location()
)
local unit = context.vectors.normalize_vector(raw)
context.log:info("Direction: " .. unit.x .. ", " .. unit.y .. ", " .. unit.z)
end
}
vectors.rotate_vector(vec, pitch, yaw)
| Parameter | Type | Notes |
|---|---|---|
vec | vector table | Input vector |
pitch | number | Rotation around X axis in degrees |
yaw | number | Rotation around Y axis in degrees |
Example
return {
api_version = 1,
on_boss_damaged_by_player = function(context)
if context.player == nil then return end
if not context.cooldowns:check_local("spread_shot", 100) then return end
local forward = context.vectors.normalize_vector(
context.vectors.get_vector_between_locations(
context.boss:get_location(),
context.player:get_location()
)
)
-- Fire three fireballs in a spread pattern
for _, yaw_offset in ipairs({ -30, 0, 30 }) do
local dir = context.vectors.rotate_vector(forward, 0, yaw_offset)
context.boss:summon_projectile(
"FIREBALL",
context.boss:get_eye_location(),
{
x = context.boss:get_location().x + dir.x * 10,
y = context.boss:get_location().y + dir.y * 10,
z = context.boss:get_location().z + dir.z * 10,
world = context.boss:get_location().world
},
1.0
)
end
end
}
You can build a spread of directions by rotating a base vector in a loop:
local base = context.vectors.normalize_vector(
context.vectors.get_vector_between_locations(boss_loc, target_loc)
)
for angle = 0, 360, 30 do
local dir = context.vectors.rotate_vector(base, 0, angle)
-- Use dir for spawning projectiles in a ring
end
context.settings
Read-only access to power-related configuration values.
| Method | Returns | Notes |
|---|---|---|
settings.warning_visual_effects_enabled | boolean | Whether warning visual effects are enabled in the mob combat settings |
Example
return {
api_version = 1,
on_enter_combat = function(context)
if context.settings.warning_visual_effects_enabled then
context.world:spawn_particle_at_location(context.boss:get_location(), {
particle = "DUST",
amount = 20,
red = 255, green = 0, blue = 0,
})
end
end
}
context.event
Event data for the current hook. The available fields depend on which hook triggered the call.
| Field or Method | When Available | Notes |
|---|---|---|
event.damage_amount | Damage hooks | The current damage amount (snapshot at call time) |
event.damage_cause | Damage hooks | Bukkit DamageCause enum name (e.g. "ENTITY_ATTACK") |
event.cancel_event() | Cancellable events | Cancels the event |
event.set_damage_amount(value) | EliteDamageEvent-based hooks | Sets the damage directly |
event.multiply_damage_amount(multiplier) | EliteDamageEvent-based hooks | Multiplies current damage |
event.damager | Damage events with a damager entity | Entity reference wrapper for the damager |
event.projectile | Damage events where damager is a projectile | Projectile entity reference wrapper |
event.spawn_reason | on_spawn | Spawn reason enum name |
event.entity | on_death, zone events | The relevant entity wrapper |
Example: Halving incoming damage
Example
return {
api_version = 1,
on_boss_damaged_by_player = function(context)
if context.event ~= nil then
local dmg = context.event.damage_amount
context.log:info("Boss took " .. dmg .. " damage, halving it")
context.event:multiply_damage_amount(0.5)
end
end
}
Example: Cancelling damage from projectiles
Example
return {
api_version = 1,
on_boss_damaged_by_player = function(context)
if context.event ~= nil and context.event.damage_cause == "PROJECTILE" then
context.event:cancel_event()
if context.player ~= nil then
context.player:send_message("&cThe boss deflects your projectile!")
end
end
end
}
Example: Reading damage cause
Example
return {
api_version = 1,
on_player_damaged_by_boss = function(context)
if context.event ~= nil then
context.log:info("Damage cause: " .. (context.event.damage_cause or "unknown"))
end
end
}
damage_amountis a snapshot. It does not auto-refresh after callingset_damage_amount()ormultiply_damage_amount().- Inside scheduled callbacks,
context.eventisnil. Use event hooks for event modification.
Next Steps
- Zones & Targeting -- zone queries, watchers, and entity targeting
- Boss & Entities -- boss wrapper, entity methods, player methods
- Examples -- full working Lua power examples
