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Apr 28th, 2015
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  1. "function": "if_beyond_X",
  2. "functions": [
  3. And now for the armour down here. By the way, you can use this same "equip" function for weapons too.
  4. "function": "equip",
  5. "id": "number",
  6. The id for the item armour/weapon of course."override": "true/false",Just a true-false statement. Not needed, but it can override any vanilla armours the mob tries to spawn equipped with.
  7. "slot": "0-4",
  8. The slot for the mob to equip the armour/weapon with. 0 is hand, 1 is feet, 2 is legs, 3 is chest, and 4 is head.
  9. "drop_chance": "0.1"
  10. Now, percentage of chance is in decimals. So 0.10 = 10%, 1 = 100% and so on. We'll need to put the numbers in the value for "count".
  11. "damage": "30",
  12. Not needed, but for the damage/metadata below, you could use something like 1~20 or something like that so it'll randomly be at 1 durability or 20.
  13. "item_stats":
  14. I'm thinking this is where enchantments go. I have no idea how to apply enchants though, sorry :(
  15.  
  16. {"drops": [
  17. "function": "remove",
  18. This remove function removes any id you want form the mobs drops.
  19. "item's id here": "number",
  20. "damage": "number"
  21. },
  22. {
  23. "function": "all",
  24. The all function is basically the percentage chance this will happen, and this can be used for anything, in the mobs stats, drops, etc.
  25. "count": "0.05"
  26. So that up there is 5%.
  27. "functions": [
  28. "function": "add",
  29. Add just adds any id you want to the mob's drops.
  30. "id": "number",
  31. "damage": "number"
  32. ]
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