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.
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.
```
Format
------
```yml
Item:
Item:
Id:item_id
Id:item_id
Attributes:
Attributes:
Slot:
[Slot]:
Attribute: [number]
[Attribute]:[value]<operation>
```
```
Attributes in this section also allow number ranges and forced
percentages. See examples at the bottom of the page.
Attributes
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: \[number\]**
### AttackSpeed
Determines the recharge rate of a fully charged attack.
- 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
**ArmorToughness: \[number\]**
```yml
custom_item:
- Alters the damage reduction percentage of the armor
Id:stick
Attributes:
**Damage: \[number\]**
MainHand:
AttackSpeed:0.1 MULTIPLY
- 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: \[number\]**
- Modifies the health of the user when holding/wearing the item.
### Armor
- Use positive numbers for extra health and negative numbers for minus health.
Sets the amount of armor.
- 1 health = 0.5 hearts
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.
### Damage
- Use positive numbers for luck and negative numbers for bad luck.
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.
### Luck
- Use *\[number\]%* to force percentage values.
Sets the amount of luck modifier of the item.
- Examples: ```KnockbackResistance: 99%```
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.
### MovementSpeed
- Use positive numbers for additional speed and negative numbers for minus speed.
| 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
Examples
========
========
This example item will grant +10 luck when the item is held in the main
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
hand, but will grant +7 luck and +2 extra damage if the item is held in
the offhand slot:
the offhand slot:
```
```yml
lucky_charms:
lucky_charms:
Id:potato_item
Id:potato_item
Display:'RottenLuckyCharm'
Display:'RottenLuckyCharm'
...
@@ -91,7 +143,7 @@ lucky_charms:
...
@@ -91,7 +143,7 @@ lucky_charms:
Damage:2
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:
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:
happy_feet:
Id:leather_boots
Id:leather_boots
Display:'PenguinHide'
Display:'PenguinHide'
...
@@ -102,12 +154,12 @@ happy_feet:
...
@@ -102,12 +154,12 @@ happy_feet:
MovementSpeed:0.04
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: