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HyperGaming99 edited this page Oct 2, 2026 · 1 revision

Items

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.

Using items

  • /bettermob give <item> [player] [amount] hands one out.
  • Right-clicking runs the ~onUse lines 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.

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