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Items
HyperGaming99 edited this page Oct 2, 2026
·
1 revision
Items live in items/ (and each pack's Items/). Every top-level key with an Id: is an
item, the same way MythicMobs does it:
nm_pack_starter_pack:
Id: PAPER
Model: 635000
Display: '&9Starter &fBooster Pack'
Lore:
- ' '
- '&7Contains &f&l2 &r&7Trading Cards!'
Skills:
- skill{s=nm_pack_open_starter_pack;cd=1} @self ~onUse
- takeitem{i=nm_pack_starter_pack;a=1} @self ~onUse| Field | Description |
|---|---|
Id |
The Vanilla material (PAPER, STICK, ...) |
Model |
CustomModelData number. Your resource pack switches the look on it |
Display |
Name, & color codes, not italic |
Lore |
List of lines |
Skills |
Skill lines. ~onUse runs on right-click with the main hand |
Other fields, such as the MythicCrucible Type: FURNITURE block, are ignored.
-
/bettermob give <item> [player] [amount]hands one out. - Right-clicking runs the
~onUselines with the player as caster and trigger. -
takeitem{i=<item>;a=<amount>}removes them again, for example to consume the item. -
Options.ItemHead: <item>puts an item on a mob's head, see Mobs.
Built items remember their ID, so ~onUse and takeitem recognise them. An item created
some other way (for example by another plugin) isn't recognised.