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Last edited by Lxlp 7 hours ago
Page history

Items

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.

MyItem:
  Template: MyOtherItem
MyOtherItem:
  Template: YetAnotherItem, AndAnotherOne

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

MaxDurability

Changes the maximum number of uses an item has. Note: Must be an unstackable item.

example_item:
  Id: diamond_sword
  MaxDurability: 600

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:

  • here if you have Spigot
  • here if you have Paper

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
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

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

BlockStates

Allows you to specify the block states of items

TestBlockStates:
  Material: OAK_SLAB
  Display: 'Waterlogged Slab'
  Options:
    Placeable: true # Crucible Option
  BlockStates:
  - type top
  - waterlogged true

Glider

Allows item to be used as an elytra.
Used to handle the glider component of an item.

MyItem:
  Glider: true

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

Trim

Sets the trim of the item.

example_item:
  Material: GOLDEN_CHESTPLATE
  Trim:
    Material: iron
    Pattern: wild

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"

Consumable

Allows item to be eaten. Includes customizable animations and sounds.
Used to handle the consumable component of an item.

MyExampleItem:
  Consumable:
    ConsumeSeconds: 3
    HasParticles: false
    Animation: SPEAR
    Sound: item.crossbow.quick_charge_3
    ConsumeEffects:
    - potion{type=absorption;d=200}
    - randomteleport{radius=5}
    - removePotion{type=wither}
    - clearAllEffects
    - sound{sound=entity.ghast.scream}     

DeathProtection

If present, this item protects the holder from dying by restoring a single health point, like a Totem of Undying does.
Used to handle the death_protection component of an item.

MyTotemItem:
  DeathProtection:
    ConsumeEffects: # Same as Consumable's
    - potion{type=absorption;d=200}
    - randomteleport{radius=5}
    - removePotion{type=wither}
    - clearAllEffects
    - sound{sound=entity.ghast.scream}     

Food

Used to handle the food component of an item.
Required Consumable to be set in order to work

NetheritePops:
  Material: NETHERITE_SCRAP
  Display: 'Delicious Scraps'
  Food:
    Nutrition: 2
    Saturation: 2
    CanAlwaysEat: 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, _BOOTS or SHIELD
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: 10000.0
        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: 10000.0
        isCorrectForBlock: true

TooltipStyle

Used to handle the tooltip style of an item.
The resource location of the custom sprites for the tooltip background and frame which references textures /assets/<namespace>/textures/gui/sprites/tooltip/<id>_background and /assets/<namespace>/textures/gui/sprites/tooltip/<id>_frame, which can be used with a TooltipStyle's value of :

ExampleItem:
  Id: STONE_SWORD
  TooltipStyle: minecraft:verycooltooltip

Spawner

Configure the options for a SPAWNER item

TestSpawner:
  Material: SPAWNER
  Display: 'Testing Spawner'
  Spawner:
    Delay: 0
    MinSpawnDelay: 20
    MaxSpawnDelay: 80
    RequiredPlayerRange: 16
    SpawnCount: 4
    SpawnRange: 8
    MaxNearbyEntities: 8
    Mobs:
    - Type: TestingDummy
      Weight: 5
      MinBlockLight: 10
      MaxBlockLight: 10
      MinSkyLight: 10
      MaxSkyLight: 10

DropOptions

Allows the item to be inherently dropped with specific FancyDrops Options

LegendarySword:
  Id: DIAMOND_SWORD
  Display: '<red>Legendary Sword'
  DropOptions:
    # Default drop settings for this item
    DropGlowColor: GOLD
    DropBeamColor: '#FFA500' # Orange beam
    DropLootsplosion: true
    DropHologram: true
    DropVFX: true
    DropVFXMaterial: DIAMOND
    DropVFXData: 0
    DropVFXColor: '#55FF55'
    DropBillboarding: CENTER
    DropBrightness: 15
    DropClientSide: false

Rarity

Sets the rarity of the item.
Can be COMMON, UNCOMMON, RARE and EPIC

TheMusical:
  Rarity: EPIC
  Material: COMPASS

Examples

More item examples can be found in the Examples section.

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