Server-side mod 1.21.1 NeoForge 21.1.117 (not tested on others).
xlentity lets you customize nearly every aspect of mob spawning-attribute boosts,
endless potion effects, armor and weapon assignment, enchantments and more - by
editing a single JSON file, without touching any code.
Please, if you like what I do, put at least a star on Github.
{
// Apply for friendly 0 or 1
"modifyFriendly": 0,
"attributes": {
"maxHealth": {
// 1% for boost health x6
"1": 6.0,
// 2% for boost health x5
"2": 5.0,
"3": 4.5,
"5": 4.0,
"10": 3.5,
"20": 3.0,
"80": 2.5
},
"attackDamage": {
// 1% for boost damage x4
"1": 4.0,
"2": 3.0,
"3": 2.0,
"5": 1.5,
"7": 1.3,
"10": 1.2
},
"movementSpeed": {
// 1% for boost movement speed x1.7
"1": 1.7,
"2": 1.4,
"3": 1.3,
"4": 1.2,
"5": 1.1,
"10": 1.05
}
},
"potions": {
// The effects are endless
// 5% chance for regeneration1 effect
"regeneration1": 5,
// 10% chance for regeneration2 effect
"regeneration2": 10
},
"equipment": {
// 10% that there will be an attempt to issue armor
"armorDropChance": 10.0,
// 10% that there will be an attempt to give weapons
"weaponDropChance": 10.0,
// 10% that the armor will be enchanted, for each thing we are trying separately to be guaranteed, and not for all things at once
"armorEnchantChance": 10.0,
// 10% that the weapon will be enchanted
"weaponEnchantChance": 10.0,
"armor": {
// if armorDropChance has worked, then we begin to accidentally try to work every element of armor
"item": {
"helmet": 25,
"chestplate": 25,
"leggings": 25,
"boots": 25
},
"type": {
// If we have a helmet, then the type of this helmet is random
// 0.2% on nether thing
"nether": 0.2,
// 1% on diamond thing
"diamond": 1,
"iron": 3,
"gold": 5,
"chainmail": 10,
"leather": 20
}
},
"weapon": {
// if weaponDropChance has worked, then we begin to accidentally try to dare weapons
"item": {
// 10% for sword
"sword": 10,
// 5% for axe
"axe": 5,
"pickaxe": 5,
"shovel": 5
},
"type": {
// 1% for diamond weapon
"diamond": 1,
"iron": 3,
"gold": 5,
"stone": 6,
"wooden": 10
}
},
"enchant": {
// Protection is used only for armor, Sharpness for weapons (swords, axes, picks, shovels), Power for onions
// 5% for sharpness1
"sharpness1": 5,
// 4% for sharpness2
"sharpness2": 4,
"sharpness3": 3,
"sharpness4": 2,
"sharpness5": 1,
"protection1": 5,
"protection2": 4,
"protection3": 3,
"protection4": 2,
"power1": 5,
"power2": 4,
"power3": 3,
"power4": 2,
"power5": 1
}
}
}