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MythItem icon

MythItem 1.1

Generate items from mmoitems but use stats of mobs from mythicmobs with calculator

Features
Generate weapon/armor for mmoitems but use stats of mobs from mythicmobs
Support: Discord
Depend
MMOItems, MythicMobs, Java 21 - This should work on every version which can make mmoitems, mythicmobs work without issues
How to use ?
 
  • Create mob by mythicmobs have health, damage, armor, custom name
  • Save mob & reload mob
  • Use /myi create and wait it generate item for use
  • Open Armor /mi browse mythicarmor
  • Open Sword /mi browse mythicsword
Commands
/myi reload - reload config
/myi create - generate item for mmoitems
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TOS
 
  • You are not allowed to redistribute this product to other website or people.
  • You are not allowed to decompile and modify this product.
  • You are not allowed to claim name or source code as yours.
  • You won't be refunded after bought plugin
  • You are not allowed to share/resell premium version to others
  • Report bugs in my Discord

Config


# Debug logs for testing / Default false

debug: false
# Prefix for message
prefix: "&7[&fMythItem&7]"
# Item's setting load
load_settings:
# Not recommend turn this on. Use /mythitem create when server started
# After use that command, please don't edit anything in mmoitems's file or mythicmob's files until plugin say it done
# Recommend load it when don't have so much player in server / or have 0 player is the best
load_all_mob_on_enable: false
# Plugin will take a mob's stats to load item for that mob
# Put internal mob name below this list
load_items:
list_mobs_load:
- ZOMBIE_1
integer_stats:
- attack-damage
- defense
- max-health
- custom-kynangdmg
# Maybe every message will be here
message:
reload: "&aReloaded files"
starting_load: "&bStarted load all items | This can take a few minutes if you have so many mobs"
loading_done: "&aLoaded all items"
help:
admin:
- "&a/myi reload - Reload file"
- "&a/myi create - Generator Items from MythicMobs Stats"
# Generate settings
type:
# MMOItems custom type
# We have known issue with this: This type will never show to /mi browse
# But you can open that gui by command /mi browse MYTHICSWORD
mythicsword:
# Recommend keep all things below generator_custom_type
# You can change MythicSword to your new custom type name
# It just custom load type for generate item
generator_custom_type:
enable: true
display: DIAMOND_SWORD
name: MythicSword
parent: SWORD
unident-item:
name: "&f#prefix#Unidentified MythicSword"
lore:
- '&7This item is unidentified. I must'
- '&7find a way to identify it!'
- '{tier}'
- '{tier}&8Item Info:'
- '{range}&8- &7Lvl Range: &e#range#'
- '{tier}&8- &7Item Tier: #prefix##tier#'
# Random level to load item
# For example: We will load sword for that mobs
# We will load from 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 level
# So we will have 10 level of that sword with different stats
# You can increase by format config: [lower number]-[higher number]
# Highly recommend keep this from 1-10, if you have a mind to make higher number higher than 10
random_level: 1-9
# Name's for weapon
# Example mob have name: "&aZombie"
# So weapon will have name: "&aZombie &7[&f#level#&7]
# With #level# is from random-level
name: "#mm_name# &7[&f#level#&7]"
# Stats settings
stats:
# As I remember most of the stats in mmoitems is number and boolean
# So I spilt it to 2 settings
# For string_boolean is only for true/false stats
string_boolean:
unbreakable: true
disable-crafting: true
disable-smelting: true
disable-smithing: true
disable-enchanting: true
disable-repairing: true
disable-droping: true
disable-attack-passive: true
# For number is only for number stats
# stats.number can be calculator to give a number for that stats
# Not supported PlaceholderAPI
# Self placeholder explain:
# #mm_health# -> return mob's health
# #mm_damage# -> return mob's damage
# #mm_armor# -> return mob's armor
# #level# -> return random_level setting above
# #min_before# -> return min value before that level
# #max_before# -> return max value before that level
# #stats_min_<type>;<stats># -> return item stats of that type in the same level with item generate
# Note: This stats only work when that type loaded before your type need that type stats
# After calculated, which number stats doesn't higher than 0
# Stats will be removed from weapon
number:
attack-damage:
min_default: "#mm_health# * 0.1"
max_default: "#mm_health# * 0.2"
min: "#min_before# + (#mm_health# * 0.02)"
max: "#max_before# + (#mm_health# * 0.02)"
critical-strike-chance:
min_default: "0"
max_default: "0"
min: "(#stats_min_mythicsword;attack-damage# + #stats_max_mythicsword;attack-damage#) * 0.01 + #mm_damage# * 0.005"
max: "(#stats_min_mythicsword;attack-damage# + #stats_max_mythicsword;attack-damage#) * 0.01 + #mm_damage# * 0.01"
critical-strike-power:
min_default: "0"
max_default: "0"
min: "(#stats_min_mythicsword;attack-damage# + #stats_max_mythicsword;attack-damage#) / 2 * 0.02"
max: "(#stats_min_mythicsword;attack-damage# + #stats_max_mythicsword;attack-damage#) / 2 * 0.06"
pve-damage:
min_default: "0"
max_default: "0"
min: "(#stats_min_mythicsword;attack-damage# + #stats_max_mythicsword;attack-damage#) / 2 * 0.002"
max: "(#stats_min_mythicsword;attack-damage# + #stats_max_mythicsword;attack-damage#) / 2 * 0.006"
custom-kynangdmg:
min_default: "0"
max_default: "0"
min: "(#stats_min_mythicsword;attack-damage# + #stats_max_mythicsword;attack-damage#) / 4 * 0.1"
max: "(#stats_min_mythicsword;attack-damage# + #stats_max_mythicsword;attack-damage#) / 4 * 0.2"
# Type settings
type_settings:
# We have 2 option: random, list
# Lets me explain it:
# random: When generate item, we must have material for it.
# So random option will have you choose random material for it
# For example: When generate item, it's choose random and prefix is WOODEN
# and suffix is SHOVEL -> that's item will be had material is WOODEN_SHOVEL
# If prefix is BLAZE_ROD and suffix is SWORD -> unknown material so system
# will check prefix first, if prefix is material, system will take prefix
# as material -> that's item will be had material is BLAZE_ROD
# If material from prefix still unknown -> system will check suffix like the
# ways check prefix. If material suffix still unknown? It auto return to DIAMOND_SWORD
# Explain for list option will be explained below
option: random
prefix:
- WOODEN
- IRON
- GOLDEN
- DIAMOND
- NETHERITE
suffix:
- AXE
- SWORD
# If that's mob doesn't have a custom name
# Item will take a custom name from this setting
# to make a custom name for it
custom_name:
WOODEN: "&8Wooden"
IRON: "&7Wooden"
GOLDEN: "&eGold"
DIAMOND: "&bDiamond"
NETHERITE: "&dNetherite"
BLAZE_ROD: "&cBlaze Rod"
STICK: "&7Stick"
BONE: "&fBone"
AXE: "&fAxe"
HOE: "&fHoe"
SHOVEL: "&fShovel"
SWORD: "&fSword"
mythicwand:
# Recommend keep all things below generator_custom_type
# You can change MythicSword to your new custom type name
# It just custom load type for generate item
generator_custom_type:
enable: true
display: STICK
name: MythicWand
parent: STAFF
unident-item:
name: "&f#prefix#Unidentified MythicWand"
lore:
- '&7This item is unidentified. I must'
- '&7find a way to identify it!'
- '{tier}'
- '{tier}&8Item Info:'
- '{range}&8- &7Lvl Range: &e#range#'
- '{tier}&8- &7Item Tier: #prefix##tier#'
# Random level to load item
# For example: We will load sword for that mobs
# We will load from 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 level
# So we will have 10 level of that sword with different stats
# You can increase by format config: [lower number]-[higher number]
# Highly recommend keep this from 1-10, if you have a mind to make higher number higher than 10
random_level: 1-9
# Name's for weapon
# Example mob have name: "&aZombie"
# So weapon will have name: "&aZombie &7[&f#level#&7]
# With #level# is from random-level
name: "#mm_name# &7[&f#level#&7]"
# Stats settings
stats:
# As I remember most of the stats in mmoitems is number and boolean
# So I spilt it to 2 settings
# For string_boolean is only for true/false stats
string_boolean:
unbreakable: true
disable-crafting: true
disable-smelting: true
disable-smithing: true
disable-enchanting: true
disable-repairing: true
disable-droping: true
disable-attack-passive: true
# For number is only for number stats
# stats.number can be calculator to give a number for that stats
# Not supported PlaceholderAPI
# Self placeholder explain:
# #mm_health# -> return mob's health
# #mm_damage# -> return mob's damage
# #mm_armor# -> return mob's armor
# #level# -> return random_level setting above
# #min_before# -> return min value before that level
# #max_before# -> return max value before that level
# #stats_min_<type>;<stats># -> return item stats of that type in the same level with item generate
# Note: This stats only work when that type loaded before your type need that type stats
# After calculated, which number stats doesn't higher than 0
# Stats will be removed from weapon
number:
attack-damage:
min_default: "#mm_health# * 0.05"
max_default: "#mm_health# * 0.15"
min: "#min_before# + (#mm_health# * 0.01)"
max: "#max_before# + (#mm_health# * 0.01)"
critical-strike-chance:
min_default: "0"
max_default: "0"
min: "(#stats_min_mythicwand;attack-damage# + #stats_max_mythicwand;attack-damage#) * 0.01 + #mm_damage# * 0.0025"
max: "(#stats_min_mythicwand;attack-damage# + #stats_max_mythicwand;attack-damage#) * 0.01 + #mm_damage# * 0.005"
critical-strike-power:
min_default: "0"
max_default: "0"
min: "(#stats_min_mythicwand;attack-damage# + #stats_max_mythicwand;attack-damage#) / 2 * 0.02"
max: "(#stats_min_mythicwand;attack-damage# + #stats_max_mythicwand;attack-damage#) / 2 * 0.06"
pve-damage:
min_default: "0"
max_default: "0"
min: "(#stats_min_mythicwand;attack-damage# + #stats_max_mythicwand;attack-damage#) / 2 * 0.006"
max: "(#stats_min_mythicwand;attack-damage# + #stats_max_mythicwand;attack-damage#) / 2 * 0.018"
custom-kynangdmg:
min_default: "0"
max_default: "0"
min: "(#stats_min_mythicwand;attack-damage# + #stats_max_mythicwand;attack-damage#) / 2 * 0.2"
max: "(#stats_min_mythicwand;attack-damage# + #stats_max_mythicwand;attack-damage#) / 2 * 0.4"
# Type settings
type_settings:
# We have 2 option: random, list
# Lets me explain it:
# random: When generate item, we must have material for it.
# So random option will have you choose random material for it
# For example: When generate item, it's choose random and prefix is WOODEN
# and suffix is SHOVEL -> that's item will be had material is WOODEN_SHOVEL
# If prefix is BLAZE_ROD and suffix is SWORD -> unknown material so system
# will check prefix first, if prefix is material, system will take prefix
# as material -> that's item will be had material is BLAZE_ROD
# If material from prefix still unknown -> system will check suffix like the
# ways check prefix. If material suffix still unknown? It auto return to DIAMOND_SWORD
# Explain for list option will be explained below
option: random
prefix:
- BLAZE_ROD
- STICK
- BONE
suffix:
- AXE
- HOE
- SHOVEL
- SWORD
# If that's mob doesn't have a custom name
# Item will take a custom name from this setting
# to make a custom name for it
custom_name:
WOODEN: "&8Wooden"
IRON: "&7Wooden"
GOLDEN: "&eGold"
DIAMOND: "&bDiamond"
NETHERITE: "&dNetherite"
BLAZE_ROD: "&cBlaze Rod"
STICK: "&7Stick"
BONE: "&fBone"
AXE: "&fAxe"
HOE: "&fHoe"
SHOVEL: "&fShovel"
SWORD: "&fSword"
# MMOItems custom type
# We have known issue with this: This type will never show to /mi browse
# But you can open that gui by command /mi browse MYTHICSWORD
mythicarmor:
# Recommend keep all things below generator_custom_type
# You can change MythicSword to your new custom type name
# It just custom load type for generate item
generator_custom_type:
enable: true
display: DIAMOND_CHESTPLATE
name: MythicArmor
parent: ARMOR
unident-item:
name: "&f#prefix#Unidentified MythicArmor"
lore:
- '&7This item is unidentified. I must'
- '&7find a way to identify it!'
- '{tier}'
- '{tier}&8Item Info:'
- '{range}&8- &7Lvl Range: &e#range#'
- '{tier}&8- &7Item Tier: #prefix##tier#'
# Random level to load item
# For example: We will load sword for that mobs
# We will load from 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 level
# So we will have 10 level of that sword with different stats
# You can increase by format config: [lower number]-[higher number]
# Highly recommend keep this from 1-10, if you have a mind to make higher number higher than 10
random_level: 1-9
# Name's for weapon
# Example mob have name: "&aZombie"
# So weapon will have name: "&aZombie &7[&f#level#&7]
# With #level# is from random-level
name: "#mm_name# &7[&f#level#&7]"
stats:
# As I remember most of the stats in mmoitems is number and boolean
# So I spilt it to 2 settings
# For string_boolean is only for true/false stats
string_boolean:
unbreakable: true
disable-crafting: true
disable-smelting: true
disable-smithing: true
disable-enchanting: true
disable-repairing: true
disable-droping: true
disable-attack-passive: true
# For number is only for number stats
# stats.number can be calculator to give a number for that stats
# Not supported PlaceholderAPI
# Self placeholder explain:
# #mm_health# -> return mob's health
# #mm_damage# -> return mob's damage
# #mm_armor# -> return mob's armor
# #level# -> return random_level setting above
# #min_before# -> return min value before that level
# #max_before# -> return max value before that level
# #stats_min_<type>;<stats># -> return item stats of that type in the same level with item generate
# Note: This stats only work when that type loaded before your type need that type stats
# After calculated, which number stats doesn't higher than 0
# Stats will be removed from weapon
number:
max-health:
min_default: "0"
max_default: "0"
min: "(#stats_min_mythicsword;attack-damage# + #stats_min_mythicwand;attack-damage#) / 2 + #mm_damage# * 0.35"
max: "(#stats_max_mythicsword;attack-damage# + #stats_max_mythicwand;attack-damage#) / 2 + #mm_damage# * 0.7"
defense:
min_default: "0"
max_default: "0"
min: "((#stats_min_mythicsword;attack-damage# + #stats_min_mythicwand;attack-damage#) / 2 + #mm_damage#) * 0.01"
max: "((#stats_max_mythicsword;attack-damage# + #stats_max_mythicwand;attack-damage#) / 2 + #mm_damage#) * 0.01"
# Type settings
type_settings:
# We have 2 option: random, list
# Lets me explain it:
# list: When generate item, we must have material for it.
# So list option will have you choose random material prefix + all suffix in list for it
# For example: When generate item, it's choose random and prefix are LEATHER, CHAINMAIL, DIAMOND, NETHERITE
# Because we have 4 suffix, so it will choose random 4 times
# -> We will have 4 items, material is: LEATHER_HELMET, CHAINMAIL_CHESTPLATE, DIAMOND_LEGGINGS, NETHERITE_BOOTS
option: list
# For example default name is "&aZombie Helmet"
# When set this to false, name is "&aHelmet Zombie"
prefix_to_suffix: true
prefix:
- LEATHER
- CHAINMAIL
- IRON
- GOLDEN
- DIAMOND
- NETHERITE
suffix:
- HELMET
- CHESTPLATE
- LEGGINGS
- BOOTS
# If that's mob doesn't have a custom name
# Item will take a custom name from this setting
# to make a custom name for it
custom_name:
LEATHER: "&8Leather"
CHAINMAIL: "&7Chainmail"
IRON: "&7Iron"
GOLDEN: "&eGold"
DIAMOND: "&bDiamond"
NETHERITE: "&dNetherite"
HELMET: "&aHelmet"
CHESTPLATE: "&aChestplate"
LEGGINGS: "&aLeggings"
BOOTS: "&aBoots"
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