Making custom items in Mythic Mobs is quite easy. Unlike mobs and skills however, items made with this plugin do not come with any special or unique options. Any items you create with MythicMobs could also be created by Minecraft commands, though making the items using the MythicMobs configurations is much more comfortable.
Of the following options available for items, only internal_name
and Id
are required. All other options/attributes are completely optional.
You can make any number of files in the \plugins\MythicMobs\Items
folder, and they can be
named anything you like as long as the file ends in .yml.
Breaking Down The Item Configuration
Internal_Name
This string will be how your item is referenced internally in MythicMobs and can be any name you like. Must be alphanumeric, NO SPACES ALLOWED.
example_item:
Id
The base material to use for your item, it can be any valid material that's listed here.
example_item:
Id: leather_chestplate
Template
Items can use Templating like mobs, while referencing other items.
Only one template can be used at a time.
MyItem:
Template: MyOtherItem
Display
Sets the display name of the item.
example_item:
Id: leather_chestplate
Display: <green>An Example Item</green>
Lore
Sets the lore of the item. You can generate a random number using {min-max}
, <random.#to#>
, or <random.float.#to#>
.
example_item:
Id: leather_chestplate
Display: <green>An Example Item</green>
Lore:
- <rainbow>This line is a rainbow</rainbow>
- <red>This line should be red</red>
- This is a random generated number > <random.-1to50>
- <gradient:#5e4fa2:#f79459>A really nice gradient</gradient>
- There are some symbols, like <&sq>, that should never be put as is into a configuration. Use a placeholder!
CustomModelData
Sets the CustomModelData tag on the item. Model
is also another alias for CustomModelData
.
example_item:
Id: leather_chestplate
Display: <green>An Example Item</green>
CustomModelData: 12345
example_item:
Id: leather_chestplate
Display: <green>An Example Item</green>
Model: 12345
Durability
Sets the amount of durability to take off the item. The below example sets a Diamond Sword to have 1461 durability since by default it has 1561.
example_item:
Id: diamond_sword
Durability: 100
Display: <green>An Example Item</green>
Attributes
Special field that allows the addition of item attributes to certain armor slots. See Item Attributes.
example_item:
Id: leather_chestplate
Display: <green>An Example Item</green>
Attributes:
Chest:
Health: 25
Amount
Sets the default amount of items to give when this item is being called by the plugin.
example_item:
Id: leather_chestplate
Display: <green>An Example Item</green>
Amount: 1
Options
A special field that comes with numerous sub-options. See Item Options.
example_item:
Id: leather_chestplate
Display: <green>An Example Item</green>
Options:
AppendType: true
Color: 255,0,0
Enchantments
Any items can have any enchantments(s). A list of available enchantments can be found here. See also enchantments page on how to configure item enchantments.
example_item:
Id: leather_chestplate
Display: <green>An Example Item</green>
Options:
Color: 255,0,0
Enchantments:
- PROTECTION_ENVIRONMENTAL:2
- THORNS:3
Hide
Special field that allows to hide specific things from the item tooltip. All possible flags can be found:
If the server version is <1.20.5, you can also use
HIDE_POTION_EFFECTS
example_item:
Id: leather_chestplate
Display: <green>An Example Item</green>
Attributes:
Chest:
Health: 25
Enchantments:
- THORNS:3
Options:
Color: 255,0,0
Hide:
- ATTRIBUTES
- ENCHANTS
PotionEffects
Sets the potion effects of the item. These effects won't do anything if the base item is not a potion
, splash_potion
, lingering_potion
, or tipped_arrow
.
See Potions.
example_item:
Id: potion
Display: <#f99cb3>Pink potion
Options:
Color: 249,156,179
PotionEffects:
- CONFUSION 100 2
BannerLayers
Sets the banner layers of a banner or a shield. See Banner Layers.
example_item:
Id: yellow_banner
BannerLayers:
- RED BASE
- WHITE CURLY_BORDER
- WHITE STRIPE_CENTER
CanPlaceOn
Sets what blocks this item can be placed on, if the player is in adventure mode.
MyCoolAnvil:
Id: ANVIL
CanPlaceOn:
- diamond_block
CanBreak
Sets what blocks this item can break, if the player is in adventure mode.
MyCoolStick:
Id: STICK
CanBreak:
- grass_block
- diamond_block
- obsidian
Group
Sets the group the item is in for /mm items browse
.
example_item:
Id: leather_chestplate
Display: <green>An Example Item</green>
Group: 'Armor'
NBT
Sets what NBT tags to put on your items. This allows cross-over with a lot of other plugins, or just for storing custom information.
Before you add an NBT tag to your items, you have to know SNBT formatting. A tag value's type can be changed by adding a prefix to the tag value:
Prefixes | int/ | float/ | double/ | byte/ | bool/ | boolean/ |
---|
Let's convert this snbt: {name1:123,name2:"sometext1",name3:{subname1:456,subname2:"sometext2"}}
to mythic formatting:
example_item:
Id: STICK
NBT:
name1: int/123
name2: sometext1
name3:
subname1: int/456
subname2: sometext2
#An item with MYTHIC_TYPE tag
example_item:
Id: stick
NBT:
MYTHIC_TYPE: example_item
example_item:
Id: diamond_sword
NBT:
CanDestroy:
- stone
- dirt
Base:
ATag: int/20
SomeOtherTag: something
SomeModifier:
Value: double/0.25
CanDoThis: boolean/true
Denizen NBT:
somedenizentag: a_string
another_example_item:
Id: diamond_sword
NBT:
Base:
ATag: 20
SomeOtherTag: something
GemSlots:
RedGem: 0
Denizen NBT:
somedenizentag: a_string
Armor Trim NBT
another_example_item:
Id: iron_chestplate
NBT:
Trim:
material: minecraft:iron
pattern: minecraft:shaper
# 1.21+
Trim_1_21:
Id: IRON_CHESTPLATE
Options:
Trim: amethyst.shaper
Firework
Sets several firework or firework_charge items. See firework for a break-down for each of its options.
example_item:
Id: firework
Firework:
Colors:
- 255,0,255
- 0,0,0
FadeColors:
- 200,0,0
Flicker: true
Trail: true
Book
Set of options for books
SomeBook:
Id: WRITTEN_BOOK
Title: <green>How to make YouTube Videos
Author: CarsonJF
Pages:
- "Page 1"
- "Page 2\n\nwith some other lines"
- "Page 3"
Food
NetheritePops:
Material: NETHERITE_SCRAP
Display: 'Delicious Scraps'
Food:
Nutrition: 2
Saturation: 2
EatSeconds: 2
CanAlwaysEat: true
Effects:
- regeneration{duration=60}
Effects Attributes | Aliases | Description | Default |
---|---|---|---|
duration | d | The duration of the effect | 60 |
level | l | the level of the effect. The actual level will be this one +1 | 0 |
ambientparticles | ambient, a | Whether ambient particles should be present | false |
hasparticles | particles, p | Whether particles should be present | true |
hasicon | icon, i | Whether the effect icon should be displayed | true |
Equippable
Used to handle the equippable item component of an item
Tag | Description | Default |
---|---|---|
Model | The resource location of the equipment model to use when equipped. If a namespace is not used, it will default to minecraft:
|
|
Slot | The slot to put the item on. If not specified, the plugin will try to "guess" it based on whether the base material contains any of the following strings: _HELMET , _CHESTPLATE , _LEGGINGS or _BOOTS
|
|
CameraOverlay | The resource location of the overlay texture to use when equipped. If a namespace is not used, it will default to minecraft:
|
|
Dispensable | Whether the item can be dispensed by using a dispenser | true |
Swappable | Whether the item can be equipped into the relevant slot by right-clicking | true |
DamageOnHurt | Whether this item is damaged when the wearing entity is damaged | true |
EquipSound | The sound to play when the item is equipped | item.armor.equip_generic |
EntityTypes | A list of Entity Types that can equip this item |
KING_HELMET:
Id: PAPER
Display: '&dKing Helmet'
Equippable:
Model: yourNamespace:thePathToYourCustomModel
Slot: HEAD
CameraOverlay: yournamespace:thePathToYourTexture
Dispensable: true
Swappable: true
DamageOnHurt: true
EquipSound: "item.armor.equip_iron"
EntityTypes:
- "PLAYER"
UseCooldown
Used to handle the use_cooldown item component of an item
Tag | Description | Default |
---|---|---|
CooldownGroup | The unique resource location to identify this cooldown group. If present, the item is included in a cooldown group and no longer shares cooldowns with its base item type, but instead with any other items that are part of the same cooldown group. If a namespace is not used, it will default to minecraft:
|
|
CooldownSeconds | The cooldown duration in seconds. Must be an integer, so the cooldown cannot be defined up to the tick |
ExampleItem:
Material: STICK
UseCooldown:
CooldownGroup: CoolWands
CooldownSeconds: 3
Tool
Used to handle the tool item component of an item
Tag | Description | Default |
---|---|---|
DamagePerBlock | The amount of durability to remove each time a block is broken with this tool. Must be a non-negative integer | |
DefaultMiningSpeed | The default mining speed of this tool, used if no rule overrides it | 1.0 |
Rules | A list of rules for the tool |
Rule Attributes | Aliases | Description | Default |
---|---|---|---|
materials | A list of materials for which this rule applies. Can, optionally, also be a single block tag | ||
speed | If the material being mined matches, overrides the default mining speed | 1.0 | |
isCorrectForBlock | If the material being mined matches, overrides whether or not this tool is considered correct to mine at its most efficient speed, and to drop items if the block's loot table requires it | false |
OBSIDIAN_BREAKER:
Id: COD
Display: '&8Obsidian Breaker'
Tool:
DamagePerBlock: 1
DefaultMiningSpeed: 0.0
Rules:
- materials: "OBSIDIAN,CRYING_OBSIDIAN"
speed: 10000.0f
isCorrectForBlock: true
TREE_BREAKER:
Id: COD
Display: '&aTree Breaker'
Tool:
DamagePerBlock: 1
DefaultMiningSpeed: 0.0
Rules:
- materials: "completes_find_tree_tutorial" # Example of a Tag being used
speed: 10000.0f
isCorrectForBlock: true
Examples
More item examples can be found in the Examples section.