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Attributes · Changes

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Updated formatting and added info on attributemodifier operations authored Dec 27, 2022 by Phillip's avatar Phillip
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Items/Attributes.md
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Item Attributes
===============
NOTE: Item attributes will ONLY work on Paper and its forks. Trying to use item attributes in Bukkit or Spigot will NOT work.
----------
The attributes section for items made with MythicMobs handles the Minecraft attribute system. It makes it possible to apply different attributes given to the entity wearing/using it depending on the slot.
The attributes section for items made with MythicMobs handles the Minecraft attribute system.
It makes it possible to apply different attributes given to the entity wearing/using the item depending on the slot.
```
Format
------
```yml
Item:
Id: item_id
Attributes:
Slot:
Attribute: [number]
[Slot]:
[Attribute]: [value] <operation>
```
Attributes in this section also allow number ranges and forced
percentages. See examples at the bottom of the page.
Attributes
----------
These are all the available attributes that can be put on the item.
You can use general placeholders like `<random.#to#>` or `<random.float.#to#>`.
**AttackSpeed: \[number\]**
- Handles the attack speed or cooldown time of the item. Only does something when used on weapons.
- Using this attribute will override the original attack speed value of the item. Base item attack speed and custom attack speed do not stack.
**Armor: \[number\]**
- Sets the armor stat of the item.
- Is applicable to all items - not exclusive to armor type items.
- 1 armor = 0.5 plate pieces
### AttackSpeed
Determines the recharge rate of a fully charged attack.
**ArmorToughness: \[number\]**
- Alters the damage reduction percentage of the armor
**Damage: \[number\]**
- Sets the melee damage of the item.
- Using this attribute will override the original damage value of the item. Base item damage and custom damage do not stack.
- 1 damage = 0.5 hearts
**Health: \[number\]**
```yml
custom_item:
Id: stick
Attributes:
MainHand:
AttackSpeed: 0.1 MULTIPLY
```
- Modifies the health of the user when holding/wearing the item.
- Use positive numbers for extra health and negative numbers for minus health.
- 1 health = 0.5 hearts
### Armor
Sets the amount of armor.
1 armor is equal to 0.5 armor plates.
Vanilla caps the amount to 30.
```yml
custom_item:
Id: diamond_chestplate
Attributes:
Chest:
Armor: 2
```
**Luck: \[number\]**
### ArmorToughness
Alters the damage reduction percentage of the armor attribute. [MC wiki](https://minecraft.fandom.com/wiki/Armor#Armor_toughness).
```yml
custom_item:
Id: diamond_chestplate
Attributes:
Chest:
ArmorToughness: 0.5
```
- Sets the luck or bad luck of the item.
- Use positive numbers for luck and negative numbers for bad luck.
### Damage
Sets the damage dealt by melee attacks.
1 damage equals to 0.5 hearts of damage dealt (without armor).
```yml
custom_item:
Id: stick
Attributes:
All:
Damage: 0.2 ADD_SCALAR
```
**KnockbackResistance: \[number\]**
### Health
The maximum health modifier the user can have when either holding or wearing the item.
1 health equals to 0.5 hearts.
```yml
custom_item:
Id: diamond_chestplate
Attributes:
MainHand:
Health: 2 ADD
```
- Sets the knockback resistance of the item.
- Use *\[number\]%* to force percentage values.
- Examples: ```KnockbackResistance: 99%```
### Luck
Sets the amount of luck modifier of the item.
This modifier affects the result of loot tables and also the [mob drops](/drops/Drops).
```yml
custom_item:
Id: stick
Attributes:
OffHand:
Luck: -10 ADD
```
**MovementSpeed: \[number\]**
### KnockbackResistance
Sets the horizontal scale knockback resisted from attacks.
```yml
custom_item:
Id: diamond_chestplate
Attributes:
Chest:
KnockbackResistance: 2 MULTIPLY_BASE
```
- Sets the movement speed of the item.
- Use positive numbers for additional speed and negative numbers for minus speed.
### MovementSpeed
Sets the movement speed modifier of the item.
```yml
custom_item:
Id: wooden_sword
Attributes:
All:
MovementSpeed: -0.2 MULTIPLY_BASE
```
Slots
-----
| **Slot** | **Explanation** |
| Slot | Description |
|----------|---------------------------------------------------------------------------|
| All | Special option. Will apply the given attributes to all slots. |
| All | Will apply the given attributes to all slots. |
| MainHand | Attributes will only apply if item is being held in the main hand. |
| OffHand | Attributes will only apply if item is being held in the off hand. |
| Head | Attributes will only apply if item is being worn on the head slot. |
......@@ -73,13 +114,24 @@ Slots
| Legs | Attributes will only apply if item is being worn on the legs slot. |
| Feet | Attributes will only apply if item is being worn on the feet slot. |
Operations
----------
| Operation | Aliases | Description |
|---------------|--------------------|---------------------------------------------------------------------------------------------------|
| ADD | 0, ADD_NUMBER | Adds or subtracts the specified value to the base value. |
| MULTIPLY_BASE | 1, ADD_SCALAR | Multiplies the base value with the sum of all the modifier's amount. |
| MULTIPLY | 2, MULTIPLY_SCALAR | Similar to `MULTIPLY_BASE` but multiplies all the modifier's amount instead of adding all of them |
[*See MC wiki on how the game calculates the value for all modifiers*](https://minecraft.fandom.com/wiki/Attribute#Modifiers)
Examples
========
This example item will grant +10 luck when the item is held in the main
hand, but will grant +7 luck and +2 extra damage if the item is held in
the off hand slot:
```
the offhand slot:
```yml
lucky_charms:
Id: potato_item
Display: 'Rotten Lucky Charm'
......@@ -91,7 +143,7 @@ lucky_charms:
Damage: 2
```
This example item grants +2 extra health no matter which slot the item is being held, but will also grant +4% movement speed if the item is worn in the feet slot:
```
```yml
happy_feet:
Id: leather_boots
Display: 'Penguin Hide'
......@@ -101,13 +153,13 @@ happy_feet:
Feet:
MovementSpeed: 0.04
```
Each time this item is generated it will have a random damage value between 3 and 5 and a random speed bonus between 1 % and 5 % when worn in the main hand:
```
Each time this item is generated it will have a random damage value between 3 and 5 and a random speed bonus between 1% and 5% when worn in the main hand:
```yml
lucky_sword:
Id: wood_sword
Display: '&eLucky Sword&r'
Display: '<yellow>Lucky Sword</yellow>'
Attributes:
MainHand:
Damage: 3-5
MovementSpeed: 0.01-0.05
MovementSpeed: 0.01-0.05 MULTIPLY_BASE
```
\ No newline at end of file
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