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Details
Licensed GPL-3.0-only
Published last month
Updated 14 hours ago
All versions
0.2.53
Release
RP Engine 0.2.53last week 43
Compatibility
Minecraft: Java Edition
26.3
26.2
26.1.x
1.21.x
1.20.x
1.19.4
Platforms
Bukkit
Folia
Paper
Purpur
Spigot
Changes
Mob skills in MythicMobs syntax, drop tables, spawners, and mobs for Bedrock players
Mob skills
- New: custom mobs have skills, written as MythicMobs skill lines:
- damage{a=8} @PlayersInRadius{r=6} ~onTimer:100 ?stance{s=angry} <50% 0.5. Paste a boss'sSkills:block in and the common mechanics run as they did: damage, heal, potions, leap, throw, pull, teleport, summon, fireballs and arrows, explosions, lightning, particles, sounds, messages, titles, commands, auras for damage over time, stances and phases. - New: metaskills go in a
skills/folder, in MythicMobs' own file shape (Cooldown,Conditions,TargetConditions,Skills), and are called withskill{s=Name}. - New: 14 triggers (spawn, attack, damaged, death, timer, interact, entering and leaving combat, kills and more), 30 targeters, 46 conditions and over 60 mechanics, under MythicMobs' names and short names. FORMAT.md lists them all and what is not supported.
- New: mechanics of RP Engine's own:
animateplays one of the model's animations,vfxplays a VFX,tintcolours the model. - New: skill projectiles:
projectile,missile(homing),totemandchain, each running skills as it flies, hits and ends, drawn as an item or a VFX if you like.~onShootand~onProjectileHitfire for a mob's own shots. - New: threat tables (
threat-table: true): a mob fights whoever has hurt it most, by MythicMobs' 110% rule, withthreat,taunt,@ThreatTableand@RandomThreatTarget. - New: boss bars a skill controls (
barcreate,barset,barremove), mob variables (setvariable,variableadd,variableequals,<caster.var.x>), andsignalwith~onSignalfor bosses that talk to their summons. - New: model mechanics
bonevisible,swapmodelanddefaultstate, under ModelEngine's names too. - New: a mob's
name:can show{hp},{max_hp},{stance}and{level}, kept up to date. - New: a line that cannot run is a warning at startup naming its file and place, and only that line is skipped.
skills.debug: truein config.yml logs every skill as it runs. - New for developers: other plugins can add mechanics, conditions and targeters, cast a skill, and listen for
MobSkillEvent. See API.md. - New: mobs made in ResourcePack AI Studio bring their abilities with them when synced, run by the same skill system as a content folder's.
Custom mobs
- New: MythicMobs' mob options:
armor,armor-toughness,equipment(worn for its stats, hidden under a model on 1.21.4+),damage-modifiersper cause,invincible,collidable,gravity,despawn(never, natural or chunk),faction,levelwithper-levelscaling,kill-messages,mount,prevent: [leash, rename], and boss bar fog, dark sky and music. - New:
extends:builds a mob on another one (MythicMobs' templates); its skills are added to the mob's own. - New:
drops:takes MythicMobs' drop lines (item 1to3 0.5,exp 10to20,droptable name,command{c=...}), anddrop-tables/holds weighted tables with TotalItems, MinItems and MaxItems and conditions. - New: spawners keep a number of one mob alive round a point while players are near, pulling strays back: write them in
spawners/or make them with/rp spawner create, each verb with its own permission. - New:
/rp spawnworks from the console, with coordinates, a count and a level.
Bedrock
- New: Bedrock players (through Geyser) see custom mobs, and models put on mobs with
/rp bindor MythicMobs, as their models: in the right place and size, facing the way the mob faces, playing its idle, walk, attack and hurt animations, and flashing red when hit. They were invisible to Bedrock players before. Mobs synced from Studio too, drawn from the Bedrock pack Studio sends.
Icons and HUDs
- Fixed: with a Studio pack in
content/(a pack bound with/rp distributelands there since 0.2.49) or any resource pack that has its ownfont/default.json, every icon, rank tag and HUD in RP Engine's pack drew as boxes and stray characters, because the engine left its own glyphs out rather than overwrite that pack's. The two are now merged into one font, and RP Engine's characters are chosen around the pack's so neither hides the other.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:T9lWNa2Y:E9nnnME8"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:T9lWNa2Y:E9nnnME8"
}

