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Interact Mythicmob NPC Objective

Interact with a MythicMob NPC

字段

字段类型默认值描述
questRef<QuestEntry>——
entityRef<MythicMobNpcDefinition>—The MythicMob NPC that the player needs to interact with.
MythicMobNpcDefinition(11)
字段类型默认值描述
displayNameVar<String>——
soundVar<Sound>EMPTY—
mobTypeVar<String>—The MythicMob type to spawn.
showDisplayNameBooleantrueWhether to show the display name above the mob.
showDisplayNameInCinematicBooleantrueWhether to show the display name during cinematics.
showDisplayNameInNavigationBooleantrueWhether to show the display name during navigation.
nameOffsetDouble2.3Y offset for the name display above the mob.
dataList<Ref<EntityData<*>>>empty—
tickingBooleanfalseWhether to tick the NPC for movement and updates. Off (the supported setting): a model carrier without AI, driven by Typewriter. On: a living mob with AI. Keep it off when another extension's instance, such as a dungeon NPC instance, displays this NPC: each viewer then gets a mob of their own, visible to them alone, that no instance manages. Either way a server mob exists; it is only hidden from the other players.
clientSideRadiusDouble0.0Radius in which the mob can move (requires ticking=true). If 0, movement is disabled.
cancelInteractAnimationBooleanfalseWhether to cancel the interact animation when a player interacts with the NPC.
overrideDisplayOptional<Var<String>>—The objective display that will be shown to the player. Use &lt;entity&gt; to replace the entity name.
TypeWriter 通用字段(children, criteria, priorityOverride)
字段类型默认值描述
childrenList<Ref<out AudienceEntry>>empty—
criteriaList<Criteria>empty—
priorityOverrideOptional<Int>——

How to use it​

Set entity to the NPC definition and quest to the quest. While the objective is active, the NPC shows a ❓ marker (a ❗ when this quest is tracked), and a path stream leads the player to the nearest instance they can see. Pair it with an Interact Event that triggers the next step. overrideDisplay replaces the text; use <entity> for the NPC name.