Plugin support
MythicMobs
RP Engine hooks into MythicMobs to put your models on its mobs and animate them from a skill tree — a boss that wears its model when it spawns, roars when it is hit, and drops it when it dies.
Three mechanics, usable anywhere MythicMobs takes one:
Skills:
- rpmodel{model=mypack:golem} @self ~onSpawn
- rpanimate{animation=roar} @self ~onDamaged
- rpunmodel @self ~onDeathNothing to enable. If MythicMobs is on the server, the mechanics are there.
The mechanics#
| Mechanic | What it does |
|---|---|
rpmodel{model=…;scale=…} | Put the model on |
rpanimate{animation=…} | Play one by name. animation=stop stops |
rpunmodel | Take it off |
model, scale and animation all accept short aliases (m, s, a),
because a config line is typed from memory.
All three are targeted at an entity, so @self dresses the caster and any
other targeter dresses whatever it names — which is what lets a summoner dress
what it summons.
~onSpawn is the important one#
A bind lasts as long as the entity does. Binding in ~onSpawn means every mob
of that type wears the model, including ones spawned long after you wrote the
skill, and including the ones that come back after a chunk reload.
Animation is your skill tree's job#
A worn model has nothing to punch and nothing to walk into, so RP Engine's own
triggers have nothing to fire from here. rpanimate is
how a mob roars, and when is a decision your skill tree already knows how to
make — ~onDamaged, ~onAttack, a timer, a health threshold.
- rpanimate{animation=enrage} @self ~onDamaged =50%The mob stays MythicMobs'#
RP Engine changes what it looks like and nothing else. Its health, its damage, its AI, its drops, its skill tree and its uuid are all still MythicMobs' — see binding a model for why that is the whole design.