resourcepack.ai
DOCS

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 ~onDeath

Nothing to enable. If MythicMobs is on the server, the mechanics are there.

The mechanics#

MechanicWhat it does
rpmodel{model=…;scale=…}Put the model on
rpanimate{animation=…}Play one by name. animation=stop stops
rpunmodelTake 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.