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Configuration

Creating your fist mob

yml configuration

You have to create a .yml file in your namespace folder (check other tutorials for more info).
Consider using the official online tool to edit ItemsAdder files. It makes you life easier as it has autocomplete (press CRTL+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
Last modified 2yr ago