resourcepack.ai
DOCS

Models

Putting a model on a mob

Any entity on the server can wear one of your models. A MythicMobs boss, a Citizens NPC, a shopkeeper, a mob another plugin owns.

/rp bind mypack:golem     look at a mob, put the model on it
/rp unbind                take it off again

The entity is never replaced

It keeps its AI, its loot table, its health, its hitbox and its uuid, and every plugin holding a reference to it still has the same entity. Its vanilla body is made invisible; unbind gives it back.

An implementation that spawned a new mob to carry the model would take the mob away from the plugin running it, and hand back something that only looks similar.

The model is an item ID#

The same ID a place: block names — so one model can be stood in a world and worn by a mob without being written twice.

If it animates, the worn copy animates. It faces wherever its host faces, and bones that do something do them here: h_ heads track what the mob is fighting, b_ hitboxes let it be hit on the wing you aimed at, tag_ puts its name somewhere sensible.

Animations are played by name#

A worn model has nothing to punch and nothing to walk into, so the triggers a placed model resolves have nothing to fire from. Whatever drives the mob decides when it animates — a MythicMobs skill, or your own plugin.

What it costs#

An animated model is one display entity per moving bone, and they are passengers of the mob — so vanilla moves them, and there is no per-tick work of ours involved.

That still makes a ten-bone boss eleven entities. It is a boss, not a spawner mob.

Making it stick#

/rp bind lasts as long as the entity does. A mob that is removed and respawned by whatever owns it comes back bare — which is what the Citizens trait and MythicMobs' ~onSpawn are for.