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- "function": "if_beyond_X",
- "functions": [
- And now for the armour down here. By the way, you can use this same "equip" function for weapons too.
- "function": "equip",
- "id": "number",
- 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.
- "slot": "0-4",
- 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.
- "drop_chance": "0.1"
- 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".
- "damage": "30",
- 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.
- "item_stats":
- I'm thinking this is where enchantments go. I have no idea how to apply enchants though, sorry :(
- {"drops": [
- "function": "remove",
- This remove function removes any id you want form the mobs drops.
- "item's id here": "number",
- "damage": "number"
- },
- {
- "function": "all",
- The all function is basically the percentage chance this will happen, and this can be used for anything, in the mobs stats, drops, etc.
- "count": "0.05"
- So that up there is 5%.
- "functions": [
- "function": "add",
- Add just adds any id you want to the mob's drops.
- "id": "number",
- "damage": "number"
- ]
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