Configuration

Creating your fist mob

Configuration

You have to create a .yml file in your namespace folder.

Consider using the official online tool to edit ItemsAdder files. It makes you life easier as it has autocomplete (press CTRL+SPACE) which helps you on avoiding mistakes.

This is an example for a custom mob named Soul. As you can see I set it up like a normal item, but with a special behaviour named mob.

info:
  namespace: creaturesplus
items:
  soul:
    display_name: Soul
    permission: creaturesplus
    click_in_ia_gui: false
    resource:
      generate: false
      model_path: "mob/soul/soul"
    behaviours:
      mob:
        ai: HUSK
        hit_color: ff7e7e
        max_health: 40
        y_offset: 0
        lock_head_rotation:
          y: 0
        animation:
          attack: soul_attack
          walk: soul_walking

The mob will have head rotation locked (only on Y axis), this will avoid it from looking stupid while looking at player when is at an higher position.

hit_color is the color the mob will have when damaged by player. You can get a valid color from these websites: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Color.html https://minecraftcommand.science/armor-color https://misode.github.io/worldgen/biome/ (use one of the color pickers and copy the value from the right)

Note: I skipped the material property of resource because it's not needed for mobs, ItemsAdder will automatically handle it.

Animations

You probably noticed that there are two other attributes: attack and walk animations. The mob_animation behaviour tells ItemsAdder that the item is a mob animation. These are infact other items you have to create like this:

  soul_walking:
    display_name: soul_walking
    permission: creaturesplus
    show_in_ia_gui: false
    resource:
      generate: false
      model_path: "mob/soul/walking"
    behaviours:
      mob_animation: true
  soul_attack:
    display_name: soul_attack
    permission: creaturesplus
    show_in_ia_gui: false
    resource:
      generate: false
      model_path: "mob/soul/attack"
    behaviours:
      mob_animation: true

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