Armoreable Mobs
Link to armoreable-mobs
A mod that allows you to give armor on spawn to living mobs.
ArmorGroup methods
Link to armorgroup-methods
new ArmorGroup(name as string) as ArmorGroup
-> Returns a new ArmorGroup with the specified name.
MyArmorGroup.setWeight(weight as double) as ArmorGroup
-> Returns a new ArmorGroup with the specified weight. Weight affects how common that armor is given to mobs that spawn with it.
MyArmorGroup.inSlot(slot as EquipmentSlotType, stack as IItemStack) as ArmorGroup
-> Returns a new ArmorGroup with the specified stack in the specified slot.
MyArmorGroup.register(entitytype as MCEntityType) as void
-> Adds the ArmorGroup to that entity's armor list.
Static methods
Link to static-methods
MyArmorGroup.overrideExistingArmor(type as MCEntityType, map as IItemStack[MCEquipmentSlotType], blockstate as @Optional MCBlockState) as void
-> In the event that the mob spawns with armor, overrides that with a possible ArmorGroup.
Optional Methods
Link to optional-methods
Requires GamestagesAPI:
MyArmorGroup.addStages(stages as string...) as ArmorGroup
-> Returns a new ArmorGroup that will only be given to a mob if a player that's nearby has all of the stages.
Requires Packmode:
MyArmorGroup.setPackmode(mode as string) as ArmorGroup
-> Returns a new ArmorGroup that will only be given to a mob if a player that's nearby has the same packmode.
Beispiel
Link to beispiel
ZenScript Copyimport mods.armoreablemods.ArmorGroup;
new ArmorGroup("zombie_test_1")
.inSlot(<equipmentslottype:head>, <item:minecraft:iron_helmet>.withTag({RepairCost: 1 as int, Enchantments: [{lvl: 1 as short, id: "minecraft:mending" as string}]}))
.inSlot(<equipmentslottype:chest>, <item:minecraft:iron_chestplate>.withTag({RepairCost: 1 as int, Enchantments: [{lvl: 1 as short, id: "minecraft:mending" as string}]}))
.inSlot(<equipmentslottype:legs>, <item:minecraft:iron_leggings>.withTag({RepairCost: 1 as int, Enchantments: [{lvl: 1 as short, id: "minecraft:mending" as string}]}))
.inSlot(<equipmentslottype:feet>, <item:minecraft:iron_boots>.withTag({RepairCost: 1 as int, Enchantments: [{lvl: 1 as short, id: "minecraft:mending" as string}]}))
.addStages("start")
.setWeight(10.0)
.register(<entitytype:minecraft:zombie>);
new ArmorGroup("zombie_test_2")
.inSlot(<equipmentslottype:head>, <item:minecraft:diamond_helmet>.withTag({RepairCost: 1 as int, Enchantments: [{lvl: 1 as short, id: "minecraft:mending" as string}]}))
.inSlot(<equipmentslottype:chest>, <item:minecraft:diamond_chestplate>.withTag({RepairCost: 1 as int, Enchantments: [{lvl: 1 as short, id: "minecraft:mending" as string}]}))
.inSlot(<equipmentslottype:legs>, <item:minecraft:diamond_leggings>.withTag({RepairCost: 1 as int, Enchantments: [{lvl: 1 as short, id: "minecraft:mending" as string}]}))
.inSlot(<equipmentslottype:feet>, <item:minecraft:diamond_boots>.withTag({RepairCost: 1 as int, Enchantments: [{lvl: 1 as short, id: "minecraft:mending" as string}]}))
.addStages("start")
.setWeight(1.0)
.register(<entitytype:minecraft:zombie>);
val myMap as IItemStack[MCEquipmentSlotType] = {
<equipmentslottype:head> : <item:minecraft:leather_helmet>,
<equipmentslottype:mainhand> : <item:minecraft:wooden_sword>
};
ArmorGroup.overrideExistingArmor(<entitytype:minecraft:zombie>, <blockstate:minecraft:sand>, myMap);