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Drops and Drop Tables
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Items
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=====================
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=====
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The *Drops* tag can be added to your custom mobs to allow them to drop
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Making custom items in Mythic Mobs is quite easy. Unlike mobs and skills
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items of your choice upon their death. There are three types of custom
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however, items made with this plugin do not come with any special or
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drops available in MythicMobs to distinguish between.
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unique options. Any items you create with MythicMobs could also be
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created by Minecraft commands, though making the items using the
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You can make any number of files in the DropTables folder, and they can
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MythicMobs configurations is much more comfortable.
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be named anything you like as long as the file ends in .yml.
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Of the following options available for items, only *internal\_itemname*
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Drops
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and *Id* are required. All other options/attributes are completely
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-----
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optional.
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Drops are the simplest way to implement custom drops.
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You can make any number of files in the Items folder, and they can be
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named anything you like as long as the file ends in .yml.
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internal_mobname:
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Type: <mobtype>
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iternal_itemname:
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Drops:
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Id:
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- <item/exp/droptable> <amount> <chance>
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Data:
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- <item/exp/droptable> <amount> <chance>
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Display:
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- ...
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Model:
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Attributes:
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**<item/exp/droptable>**
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Amount:
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Can be either an item from MythicMobs, a vanilla item, exp, a drop table
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Options:
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or an item/experience for a supported plugin.
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Durability:
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Enchantments:
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**<amount>**
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Lore:
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The amount of items to be dropped. Can be a number range; for example
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PotionEffects:
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*1-3*.
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BannerLayers:
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**<chance>**
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Breaking down the options
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The chance for the specified item to be dropped. Must be a number
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-------------------------
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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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- **internal\_itemname:**
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Note: Versions 4.4.1 and onwards allow percentage chances. (10% instead
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- This string will be how your item is referenced internally in
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of 0.1).
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MythicMobs and can be any name you like.
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- Must be alphanumerical and is case sensitive.
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| **Special Drops** | **Explanation** | **Example** |
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- Examples:
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|-----------------------------|----------------------------------------------------------|-----------------------------------------|
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- **strong\_sword:**
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| **champions-exp** | Will drop experience points for the plugin *Champions*. | |
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- **StrongSword:**
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| **skillapi-exp** | Will drop experience points for the plugin *SkillAPI*. | |
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- **strongsword:**
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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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<!-- -->
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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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- **Id:**
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| **mythicdrop <item>** | Will drop an <item> from the plugin *MythicDrops*. | |
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- Defines the type of item.
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| **phatloot <item>** | Will drop an <item> from the plugin *PhatLoot*. | |
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- Can be either the item id or the bukkit material/item name.
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| **cmd** | Will run a command in console | `- cmd{c="warp <trigger.name> spawn"}` |
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- Often used items are listed here: [Common Item
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| **mmoitems** | Drops a mmoitems item | `- mmoitems{type=sword;id=cutlass} 1 1` |
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IDs](/databases/items/commonitems)
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- A list of Spigot IDs for 1.12.2 is [available
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For more about MMOItems, see here:
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here.](https://helpch.at/docs/1.12.2/org/bukkit/Material.html)
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<https://www.mythicmobs.net/mmoitems/manual/doku.php/items/droptables>
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- Examples:
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- **Id: 359**
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Drop Tables
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- **Id: diamond\_sword**
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-----------
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- It is STRONGLY RECOMMENDED to use namespaced item IDs, e.g.
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diamond\_sword, on Minecraft 1.12.2.
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Drop Tables are collections of multiple drops that can be assigned to
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- Numbered IDs do not exist in versions 1.13.2 and above, and you
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mobs. Using them makes it easier to organize your drops in almost any
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will save yourself a lot of time if you don't rely on the old
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case where your mobs are supposed to drop multiple items.
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numbered ID system.
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Drop Tables are stored in their own respective configuration-files
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<!-- -->
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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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- **Data:**
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special options, and can be shared by multiple mobs without the need of
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- Sets the data value of the item created.
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duplicating it.
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- Used to specify the *used up* durability points on items,
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weapons or armor or to specify the sub-type of a block.
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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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<!-- -->
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internal_mobname:
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- **Display: '\[display\_name\]'**
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Type: <mobtype>
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- Sets the display name of the item.
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Drops:
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- Supports color codes and string variables:
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- <internal_droptablename>
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[Variables](/skills/stringvariables)
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- Must be encased by single quotes.
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The structure of a fully-configured drop table looks like this:
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- For using single quotes inside of the name, you can use the
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<&sq> variable.
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internal_droptablename: #lets you specify exactly how many items will drop from this table
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- Examples:
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TotalItems: <amount>
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- **Display: 'Very Strong Sword'**
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MinItems: <amount> #defaults to TotalItems' value
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- **Display: '&eVery Strong Sword'**
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MaxItems: <amount> #defaults to TotalItems' value
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BonusLuckItems: <multiplier>
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<!-- -->
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BonusLevelItems: <multiplier>
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Conditions: # Conditions of the dropper
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- **Model: \[a number\]** *(Added in v4.7)*
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- condition 1
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- condition 2
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<!-- -->
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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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* Sets the CustomModelData tag on the item.
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- condition 1
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* Only usable in 1.14+
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- ...
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Drops:
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- **Attributes:**
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- <item/exp/droptable> <amount> <chance>
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- Special field that allows the addition of item attributes to
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- ...
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certain entity slots: [Item
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Attributes](/databases/items/attributes)
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DropTable Options
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=================
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<!-- -->
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**TotalItems: \[number\]**
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- **Amount:**
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- Defines the default amount of items to give when this item is
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- Defines exactly how many items the table will drop
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being called by the plugin.
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- Setting this causes item chances to be calculated as weights
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- Examples:
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- **Amount: 8**
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**MaxItems: \[number\]**
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<!-- -->
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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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- **Options:**
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number of items is reached
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- This is a special field which comes with numerous sub-options,
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determining lots of extra attributes for the item.
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**MinItems: \[number\]**
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- A complete list of all available options: [Item
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Options](/databases/items/options)
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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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<!-- -->
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items is reached
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- **Durability:**
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**If you enable *both* MinItems and MaxItems, the chances for each table
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- Defines the starting durability of the item.
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entry will become *weights* instead.**
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**BonusLevelItems: \[number\]/\[range\]**
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- \*\*Hide: \*\* *Added in version 2.4*
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- A modifier on the number of items dropped based on the mob's level
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- Special field that allows to hide specific things from the item
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- Can be set as a range, i.e. 0.2to0.5
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tooltip.
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- Works like: **amount = amount + (mob\_level \*
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- Possible are "ATTRIBUTES", "ENCHANTS", "DESTROYS", "PLACED\_ON",
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bonus\_level\_items)**
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"POTION\_EFFECTS" and "UNBREAKABLE".
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- Requires that **TotalItems**, **MinItems**, or **MaxItems** be set
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- Examples:
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on the table to work
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- ` Hide:
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- ATTRIBUTES
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**BonusLuckItems: \[number\]/\[range\]**
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- UNBREAKABLE`
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- A modifier on the number of items dropped based on the killer's luck
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<!-- -->
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stat
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- Can be set as a range, i.e. 0.15to8
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- **Enchantments:**
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- Works with Luck attribute, Luck-based enchants/curses, and Luck
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- This field allows to add enchantments to items.
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potion effects
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- Any type of of item can have any enchanment(s).
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- Works like: **amount = amount + (luck \* bonus\_luck\_items)**
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- A complete list of all available enchantments:
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- Requires that **TotalItems**, **MinItems**, or **MaxItems** be set
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[Enchantments](/databases/items/enchantments)
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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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- **Lore:**
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This is all there is to it!
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- Allows you to add custom lore to your items.
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- Supports color codes and string
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[Variables](/skills/stringvariables).
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- Must be encased by single quotes.
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- For using single quotes inside of the name, you can use the
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<&sq> variable.
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- Putting number ranges surrounded by curly braces will generate a
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random number in that range when the item is created (i.e.
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*Health: +{100-200}* would become something like *Health:
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+152*). Works with ItemLoreStats.
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- Examples:`Lore:
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- '&rThe weapon of a true warrior'
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- ''
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- '&cIncreases ones greed'`
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<!-- -->
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- **PotionEffects:**
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- This allows you to add potion effects to your items.
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- These effects won't do anything, except for showing up in the
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item tooltip, if the specified item isn't a potion.
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- See [Potions](/databases/items/potions).
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<!-- -->
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- **BannerLayers:**
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- This option allows you to edit the layers of a banner.
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- Won't do anything if the selected item isn't a banner.
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- This option is capeable of passing minecraft's 6 layer limit.
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However adding excessive amounts of layers may cause weird
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behaviour and will not be supported.
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- See [Banner Layers](/databases/items/bannerlayers)
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### NBT Support
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You can now specify NBT tags on items in the format:
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Item:
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Id: DIAMOND_SWORD
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NBT:
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Base:
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ATag: 20
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SomeOtherTag: something
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GemSlots:
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RedGem: 0
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'Denizen NBT':
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somedenizentag: a_string
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This allows cross-over with a lot of other plugins, or just for storing
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some custom information.
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For the more technically-inclined, anything under 'Base' will go under
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the item's base compound tag, and anything else will go under the
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corresponding key (or if no sub-items are defined, everything will go
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under the base tag).
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If using with Denizen, all tags you want to use in Denizen must go under
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'Denizen NBT' and must be lower-case to work in your Denizen scripts.
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Examples
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Examples
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--------
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--------
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This mob will always drop a bunch of experience and some rotten flesh,
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More items can be found in the [Examples](/examples) section.
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but is also using a droptable which is described further below.
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ClothSlippers:
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snow_loving_zombie:
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Id: 301
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Type: zombie
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Data: 0
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Health: 100
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Display: '&fCloth Slippers'
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Equipment:
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Lore:
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- snowsword:0
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- ''
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Drops:
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- 'So Soft!'
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- exp 75-125 1
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- ''
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- rare_snowsword_droptable
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Enchantments:
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- DURABILITY:1
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This example is a droptable that has a 5 % chance of dropping a custom
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Options:
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sword, but only if the mob is killed in an "ICE\_PLAINS" biome and if a
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Color: 200,200,200
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player is within 20 blocks.
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Lots of possible options included:
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rare_snowsword_droptable:
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Conditions:
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dat_item_though:
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- inbiome ICE_PLAINS
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Id: banner
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- playerwithin 20
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Data: 4
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Drops:
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Display: '&c&lThe Banner&r'
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- snowsword 1 0.05
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Lore:
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- ''
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In this example, the DropTable would drop 5 gold/diamonds if the player
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- '&rIt<&sq>s the perfect stone.'
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has no Luck, and 15-27 gold/diamonds if the player has a Luck V enchant.
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- '&cNever question that.'
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- ''
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LuckyDroptable:
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Amount: 8
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TotalItems: 5
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Options:
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BonusLuckItems: 2to5
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Color: 200,200,200
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Drops:
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Damage: 100
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- GOLD_NUGGET 1 1
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Health: 123
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- DIAMOND 1 0.2
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FollowRange: 12
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KnockbackResistance: 1
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[1] 1 = 100 %, 0.5 = 50 % ...
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MovementSpeed: 0.05
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HideFlags: false
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[2] This new limit is 2^-1022 or 2.225074e-308 |
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Unbreakable: true
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Enchantments:
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- DURABILITY:1
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- ARROW_FIRE:10
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This example will hide which enchantments and potion effects are on the
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item:
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potato:
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Id: carrot_item
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Enchantments:
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- DURABILITY:5
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PotionEffects:
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- BLINDNESS 20 1
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Hide:
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- ENCHANTS
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- POTION_EFFECTS |