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  • MythicCraft
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Last edited by Lxlp Mar 17, 2025
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Mechanics

  • Entity
  • Model
  • Bone
  • Mounting
  • Controller
  • Hitbox
  • Segment
  • Misc
  • VFX Mechanics
    • Why use VFX?

Entity

Entity type mechanics controls and configures options used by the base entity.

Mechanic Description
Model Add or remove model from this entity
CullConfig Configures the culling option
LockModel Lock or unlock entity rotation
BodyRotation Configure the body rotation of this entity
PairModel Force entity to be seen or hidden from the targeted players
Petrify Spawn real entities that represents the model and kill the entity

Model

Model type mechanics control specific models used by an entity.

Mechanic Description
State Play or stop an animation
ModifyState Modify attributes of an animation
DefaultState Configure the default animation of a model
LockModelHead Lock the pitch or yaw of a model
RemapModel Remap a model using bones from another model
RenderInit Shows a model to the players, if initrender was used
StateToggle Toggle an animation between playing and not playing on a model
SubModel Forcefully create new bones or remove old ones on a model
SwapEntity Swap the owner of a model
Scale Set the render or hitbox scale of a model

Bone

Bone type mechanics edit bone properties of a specific model

Mechanic Description
AnimateModel Programmatically animates a model's bone, without relying on animations
ChangeParent Change the parent bone of a bone
ChangePart Change the model of a bone to another bone from a different model
CycleParts Cycle the model of a bone to multiple different bones at an interval
Enchant Enchant a bone
Tint Color a bone
Glow Glow a bone
Brightness Set brightness of a bone
PartVisibility Toggle the bone model visibility without removing the bone
ModelPlayerSkin Apply the skin of the targeted player to the selected player limb bones

Mounting

Mounting type mechanics handles everything about mounting and dismounting entities on a model

Mechanic Description
MountModel Mount an entity to a selection of mount bones
DismountModel Dismount an entity from a selection of mount bones
DismountAllModel Dismount all entities on the selected mount bones

Controller

Accessor mechanics for interacting with the movement controller of the entity

Mechanic Description
Jump Cause the entity to jump
Move Cause the entity to move. Step heights are accounted
NoFall Reset the fall distance of the entity. Useful for canceling fall damage
SyncYaw Sync the yaw of the entity. Fixer mechanic when local movement travels at wrong direction

Hitbox

Hitbox type mechanics allows finer control on how sub-hitbox should react to attacks and interacts

Mechanic Description
BindHitbox Summon and bind a MythicMobs mob to a sub-hitbox
HitboxConfig Configure the damage pass-through rate of a sub-hitbox

Segment

Segment type mechanics allows configuration on segment and tail bones.

Mechanic Description
Segment Configure the segment bones

Misc

Mechanic Description
ModelDisguise Disguise the targeted player with a model
ModelUndisguise Undisguise a model from the targeted player
LinkItemBone Link an entity equipment slot to an item bone
SetItemModel Set the item on an item bone
Leash Connect the target to a leash bone
LeashSelf Connect a leash bone to another leash bone
SetModelTag Set the text on a name tag bone
SetModelTagVisible Configure the visibility of a name tag bone

VFX Mechanics

Why use VFX?

Before this system is introduced, adding custom VFX is a pain for both the pack maker and the user. The pack maker needs to create a separate resource pack and assign a custom model data ID to an item model that hopefully nobody is using, especially when they are tinted. If the buyer finds a conflict between the packs, they have to painstakingly move all the IDs to a different model or offset the IDs themselves, then change all the mechanics using that custom model data ID.

So why not let Model Engine handle all of that?

Not only will you always get a spot to make your VFX colorable, but the assets are also generated from the bbmodel, just like the entity models. Plus, since the VFX is referenced using a part ID, the custom model data IDs are recorded and handled by Model Engine, no more remembering and changing IDs. Furthermore, you get all the benefits of using a Model Engine model, where your VFX would be following your projectiles accurately without delays, and you have advanced controls over how the VFX moves and rotates. Finally, because of how manual this system is, it does not affect server performance at all. You get to decide everything about the VFX, so make it as optimized (or unoptimized if you are evil) as you can.

Mechanic Description
VFX Assign or remove a VFX on an entity or a projectile
VFXPos Position the VFX
VFXPosReset Reset the position the VFX
VFXRot Rotate the VFX
VFXRotReset Reset the rotation of VFX
VFXScale Scale the VFX
VFXScaleReset Reset the scale the VFX
VFXChangeModel Change the model of the VFX
VFXSetVis Set the visibility of the VFX
VFXEnchant Enchant the VFX
VFXTint Color the VFX
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