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Item Attributes
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Drops and Drop Tables
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===============
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=====================
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*Added in version 2.4*
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The attributes section for items made with MythicMobs handles the new
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The *Drops* tag can be added to your custom mobs to allow them to drop
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Minecraft 1.9 attribute system. It makes it possible to apply different
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items of your choice upon their death. There are three types of custom
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attributes given to the entity wearing/using it depeding on the slot.
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drops available in MythicMobs to distinguish between.
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The old system in which attributes for items where put into the
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*Options:*-tag are no longer supported.
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Item:
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You can make any number of files in the DropTables folder, and they can
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Id: item_id
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be named anything you like as long as the file ends in .yml.
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Attributes:
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Slot:
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Attribute: [number]
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Attributes in this section also allow number ranges and forced
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Drops
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percentages. See examples at the bottom of the page.
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Attributes
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----------
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**AttackSpeed: \[number\]**
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- Handles the attack speed or cooldown time of the item. Only does
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something when used on weapons.
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- Using this attribute will override the original attack speed value
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of the item. Base item attack speed and custom attack speed do not
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stack. See [Common Items](/databases/items/commonitems) for a list
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of base attack speed values.
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**Armor: \[number\]**
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- Sets the armor stat of the item.
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- Is applicable to all items - not exclusive to armor type items.
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- 1 armor = 0.5 plate pieces
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**ArmorToughness: \[number\]**
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- `Not sure what this does yet but it's in there!`
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- (Apparently affects the damage reduction percentage of the armor)
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**Damage: \[number\]**
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- Sets the melee damage of the item. (May in fact ADD onto the items
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base damage.
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- Using this attribute will override the original damage value of the
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item. Base item damage and custom damage do not stack.
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- The above may only apply to non-weapon/tool items.
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- 1 damage = 0.5 hearts damage
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**FollowRange: \[number\]**
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- Sets the follow range stat of the item.
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- Only has an effect when worn by mobs.
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- `Not implemented yet as of build #1530`
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**Health: \[number\]**
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- Sets the health of the item which will give the wearer extra or
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minus health.
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- Use positive numbers for extra health and negative numbers for minus
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health.
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- 1 health = 0.5 hearts health
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**Luck: \[number\]**
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- Sets the luck or bad luck of the item.
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- Use positive numbers for luck and negative numbers for bad luck.
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**KnockbackResistance: \[number\]**
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- Sets the knockback resistance of the item.
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- Use *\[number\]%* to force percentage values.
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- Examples:
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- **KnockbackResistance: 99%**
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**MovementSpeed: \[number\]**
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- Sets the movement speed of the item.
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- Use positive numbers for additional speed and negative numbers for
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minus speed.
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Slots
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-----
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-----
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| **Slot** | **Explanation** |
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Drops are the simplest way to implement custom drops.
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|----------|---------------------------------------------------------------------------|
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| All | Special option. Will apply the given attributes to all slots. |
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internal_mobname:
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| MainHand | Attributes will only apply if item is being held in the main hand. |
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Type: <mobtype>
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| OffHand | Attributes will only apply if item is being held in the off hand. |
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Drops:
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| Head | Attributes will only apply if item is being worn on the head slot. |
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- <item/exp/droptable> <amount> <chance>
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| Chest | Attributes will only apply if item is being worn on the chest/torso slot. |
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- <item/exp/droptable> <amount> <chance>
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| Legs | Attributes will only apply if item is being worn on the legs slot. |
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- ...
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| Feet | Attributes will only apply if item is being worn on the feet slot. |
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**<item/exp/droptable>**
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Can be either an item from MythicMobs, a vanilla item, exp, a drop table
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or an item/experience for a supported plugin.
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**<amount>**
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The amount of items to be dropped. Can be a number range; for example
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*1-3*.
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**<chance>**
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The chance for the specified item to be dropped. Must be a number
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between 0 and 1 [1].
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Note: Versions 2.5.0 and onwards allow lower chances than 0.1 . [2].
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Note: Versions 4.4.1 and onwards allow percentage chances. (10% instead
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of 0.1).
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| **Special Drops** | **Explanation** | **Example** |
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|-----------------------------|----------------------------------------------------------|-----------------------------------------|
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| **champions-exp** | Will drop experience points for the plugin *Champions*. | |
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| **skillapi-exp** | Will drop experience points for the plugin *SkillAPI*. | |
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| **heroesexp** | Will drop experience points for the plugin *Heroes*. | |
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| **mcmmo-exp** | Will drop experience points for the plugin *MCMMO*. | |
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| **exp** | Will drop regular Minecraft experience points. | |
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| **money** | Will drop money for the plugin *Vault*. | |
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| **mythicdrop <item>** | Will drop an <item> from the plugin *MythicDrops*. | |
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| **phatloot <item>** | Will drop an <item> from the plugin *PhatLoot*. | |
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| **cmd** | Will run a command in console | `- cmd{c="warp <trigger.name> spawn"}` |
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| **mmoitems** | Drops a mmoitems item | `- mmoitems{type=sword;id=cutlass} 1 1` |
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For more about MMOItems, see here:
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<https://www.mythicmobs.net/mmoitems/manual/doku.php/items/droptables>
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Drop Tables
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-----------
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Drop Tables are collections of multiple drops that can be assigned to
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mobs. Using them makes it easier to organize your drops in almost any
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case where your mobs are supposed to drop multiple items.
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Drop Tables are stored in their own respective configuration-files
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located in */MythicMobs/DropTables*. They have the advantage of being
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able to utilize [Conditions](/conditions/start) and various other
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special options, and can be shared by multiple mobs without the need of
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duplicating it.
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Drop Tables can be nested - a Drop Table can contain multiple other Drop
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Tables.
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internal_mobname:
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Type: <mobtype>
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Drops:
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- <internal_droptablename>
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The structure of a fully-configured drop table looks like this:
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internal_droptablename: #lets you specify exactly how many items will drop from this table
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TotalItems: <amount>
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MinItems: <amount> #defaults to TotalItems' value
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MaxItems: <amount> #defaults to TotalItems' value
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BonusLuckItems: <multiplier>
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BonusLevelItems: <multiplier>
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Conditions: # Conditions of the dropper
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- condition 1
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- condition 2
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- ...
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TriggerConditions: # Conditions of the person that triggered the drop (i.e. the killer of the mob)
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- condition 1
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- ...
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Drops:
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- <item/exp/droptable> <amount> <chance>
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- ...
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DropTable Options
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=================
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**TotalItems: \[number\]**
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- Defines exactly how many items the table will drop
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- Setting this causes item chances to be calculated as weights
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**MaxItems: \[number\]**
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- Defines a maximum number of items that will drop
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- If only this is set, drops will run down the list unless the maximum
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number of items is reached
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**MinItems: \[number\]**
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- Defines a minimum number of items that will drop
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- If only this is set, drops will run down the list until the minimum
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items is reached
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**If you enable *both* MinItems and MaxItems, the chances for each table
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entry will become *weights* instead.**
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**BonusLevelItems: \[number\]/\[range\]**
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- A modifier on the number of items dropped based on the mob's level
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- Can be set as a range, i.e. 0.2to0.5
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- Works like: **amount = amount + (mob\_level \*
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bonus\_level\_items)**
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- Requires that **TotalItems**, **MinItems**, or **MaxItems** be set
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on the table to work
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**BonusLuckItems: \[number\]/\[range\]**
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- A modifier on the number of items dropped based on the killer's luck
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stat
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- Can be set as a range, i.e. 0.15to8
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- Works with Luck attribute, Luck-based enchants/curses, and Luck
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potion effects
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- Works like: **amount = amount + (luck \* bonus\_luck\_items)**
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- Requires that **TotalItems**, **MinItems**, or **MaxItems** be set
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on the table to work
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*Bonus modifiers will increase any set Min/Max values as expected*
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This is all there is to it!
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Examples
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Examples
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========
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--------
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This example item will grant +10 luck when the item is held in the main
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This mob will always drop a bunch of experience and some rotten flesh,
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hand, but will grant +7 luck and +2 extra damage if the item is held in
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but is also using a droptable which is described further below.
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the off hand slot:
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snow_loving_zombie:
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lucky_charms:
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Type: zombie
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Id: potato_item
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Health: 100
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Display: 'Rotten Lucky Charm'
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Equipment:
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Attributes:
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- snowsword:0
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MainHand:
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Drops:
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Luck: 10
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- exp 75-125 1
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OffHand:
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- rare_snowsword_droptable
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Luck: 7
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Damage: 2
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This example is a droptable that has a 5 % chance of dropping a custom
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sword, but only if the mob is killed in an "ICE\_PLAINS" biome and if a
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This example item grants +2 extra health no matter in which slot the
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player is within 20 blocks.
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item is being held, but will also grant +4% movement speed if the item
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is worn in the feet slot:
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rare_snowsword_droptable:
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Conditions:
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happy_feet:
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- inbiome ICE_PLAINS
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Id: leather_boots
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- playerwithin 20
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Display: 'Penguin Hide'
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Drops:
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Attributes:
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- snowsword 1 0.05
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All:
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Health: 2
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In this example, the DropTable would drop 5 gold/diamonds if the player
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Feet:
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has no Luck, and 15-27 gold/diamonds if the player has a Luck V enchant.
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MovementSpeed: 0.04
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LuckyDroptable:
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Each time this item is generated it will have a random damage value
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TotalItems: 5
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between 3 and 5 and a random speed bonus between 1 % and 5 % when worn
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BonusLuckItems: 2to5
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in the main hand:
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Drops:
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- GOLD_NUGGET 1 1
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lucky_sword:
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- DIAMOND 1 0.2
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Id: wood_sword
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Display: '&eLucky Sword&r'
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[1] 1 = 100 %, 0.5 = 50 % ...
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Attributes:
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MainHand:
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[2] This new limit is 2^-1022 or 2.225074e-308 |
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Damage: 3-5
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MovementSpeed: 0.01-0.05 |
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