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Config Structure

Corgi Taco edited this page Dec 28, 2021 · 29 revisions

Config structure

The structure of the config is as follows:

{
  "mobifier": { // A map of the entity type to its mobifications.
    "minecraft:husk": [ // Specify the entity and a list of mobifications. Mobifications are applied in the order put here.
     // Entities may have multiple mobifications.
      { // Mobification 1 Starts here and will run first.
        "dropDefaultTable": false, //If the conditions are met, drop the default loot table? (Only works on mob death) (This field is optional)
        "xpMultiplier": "*2", // Modify the dropped xp by this value (Only works on mob death) (This field is optional)
        "attributesMultipliers": { // Modify this mob's attributes if the conditions are met.
          "minecraft:generic.attack_damage": "*2" // We want to make husks hit 2x stronger if they're in a desert biome in the overworld.
        }
        "conditionsRequiredToPass": [ // Required condition(s) for mobification to function. 
          { // Condition 1 starts here
            "isBiomeCategory": [
              "desert"
            ],
            "type": "mobifier:biome_category"
          }, // Condition 1 ends here
          { // Condition 2 starts here
            "dimension_is": [
              "minecraft:overworld"
            ],
            "type": "mobifier:dimension"
          } // Condition 2 ends here
        ]
      }, // Mobification 1 ends here
      { // Mobification 2 starts here
        "attributesMultipliers": {
          "minecraft:generic.max_health": "*2.5" // If the husk is inside of a desert temple's bounding box, we want to make its health 2.5x stronger.
        }
        "conditionsRequiredToPass": [
          {
            "structure_is": [
              "minecraft:desert_temple"
            ],
            "type": "mobifier:inside_structure"
          }
        ]
      } // Mobification 2 ends here
    ]
  }
}

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