Mechanics - Ticxo/Model-Engine-Wiki GitHub Wiki

Model

Apply the model to the target entity.

Attribute Aliases Description Default
modelid m, mid, model The model id of the model
hitbox h Should the model override the hitbox true
remove r Is this mechanic used for removing model false
killowner ko Remove: Should the base entity be killed true
invisible i, invis Should the base entity be invisible true
damagetint d, tint Should the model flash red when damaged true
nametag n, name The tag bone used to display the name
drive Can this model be driven false
ride Can this model have passengers false
mode What animation mode should it use Config default
lockpitch lp, lpitch Should the model's pitch be locked false
lockyaw ly, lyaw Should the model's yaw be locked false
step s The step height of the model. 0.5
radius rad View radius of the model, in blocks.
Any value less than or equal to 0 has no effect.
0

Example

- model{m=kindletronsr;d=false;n=nametag;drive=true;ride=true;step=3} @self ~onSpawn
This will apply the model to the caster when it spawns. It will also set a few conditions. Such as disabling damage tint, displaying the name on a bone named nametag, allowing a driver and passengers to mount the model, and letting the model step up blocks up to 3 blocks tall automatically.


State

Tell the model to start or stop playing an animation.

Attribute Aliases Description Default
modelid m, mid, model The model receiving a state change
state s The state
remove r Is this mechanic used for removing state false
speed sp Speed multiplier of the state 1
lerpin li Transition tick before playing the animation 0
lerpout lo Transition tick after playing the animation 1
ignorelerp i Remove: Should the state be instantly removed without transition false

Example

- state{mid=kindletronjr;s=attack;li=3;lo=3} @self ~onAttack
This will add an attack state to the specified model, and gives it 3 ticks to transition in and out of the animation.


MountModel

If the model has driver/passenger bones, mount entities to those bones.

Attribute Aliases Description Default
driver d, drive Is this mechanic mounting a driver true
force f Should the target be forced to mount on the bone
Driver: dismount the original driver and mount the target
Passenger: find a seat with the least passengers and mount the target
false
damagemount dmg Can the mounted entity damage the mount false
mode m What mount mode should the mounted entity use
Walking: WASD ground controller
Flying: WASD-Sneak-Jump aerial controller (jump to ascend, shift to descend, shift while mount on ground to dismount)
Flying_v16: WASD-Pitch-Jump aerial controller for 1.16 (look up + space to ascend, look down + space to descend)
Force_Walking: Same as Walking, but mounted entity cannot dismount
Force_Flying: Same as Flying, but mounted entity cannot dismount
walking
pbone p Not Driver: A list of seats searched when mounting entities
Format: pbone=seat1,seat2,seat3
If force is not enabled, this will fill all the seats until no more passengers can be mounted.

Note: Minecraft 1.16 has a bug where player dismount happens client-sided, which means the server cannot intercept it. Hence, all force mode would not work for 1.16 clients, and must use flying_v16 for flying. For more information, read MC-202202.

Example

- mountmodel{mode=flying} @trigger ~onInteract
Mount the player to the mount point when right-clicked, and gives the player flying control. If there is already a driver, it will not do anything.
- mountmodel{driver=false;mode=force;pbone=seat1,seat2,seat3,seat4;dmg=true} @PIR{r=5} ~onDamaged
Mount 4 players within a 5 blocks radius to seat1-4 when damaged. Players could not sneak to dismount, but they can hit the mount.


DismountModel

Dismount the target from the model.

Attribute Aliases Description Default
driver d, drive Is this mechanic dismounting a driver true
pbone p Not Driver: A list of seats searched when dismounting entities
Format: pbone=seat1,seat2,seat3

Example

- dismountmodel{p=seat1} @self ~onTimer:100
Dismount any entities on seat1 every 100 ticks.


DismountAll

Dismount all passengers on the model. To dismount a driver, see DismountModel.

Attribute Aliases Description Default
pbone p A list of seats searched when dismounting entities
Format: pbone=seat1,seat2,seat3

Example

- dismountall{p=seat1,seat2,seat3,seat4} @self ~onDamaged
Dismount all passengers on seat1-4 when damaged.


Tint

Tint certain parts of the model to said color. Damage tint will not reset this tint.

Attribute Aliases Description Default
modelid m, mid, model The model being tinted
partid p, pid, part The part being tinted
color c The color in hex
Format: FFFFFF/#FFFFFF
FFFFFF
exactmatch em, exact, match Does the part need to match the partid completely
If set to false, this will tint all parts with IDs containing partid
Example: pid=arm;em=false
This will tint both leftarm and rightarm
true

Example

- tint{m=kindletronsr;pid=arm;em=false;c=FF0000} @self ~onAttack
This will tint both arms of the model when the mob attacks. Since em=false, any bone with IDs containing arm (right_arm / left_arm) will be tinted.


Enchant

Enchant or disenchant certain parts of the model.

Attribute Aliases Description Default
modelid m, mid, model The model being tinted
partid p, pid, part The part being tinted
enchant en Is this mechanic enchanting part or disenchanting true
exactmatch em, exact, match Does the part need to match the partid completely
If set to false, this will tint all parts with IDs containing partid
Example: pid=arm;em=false
This will tint both leftarm and rightarm
true

Example

- enchant{m=kindletronsr;pid=arm;en=true;em=false} @self ~onDamaged =50%
This will enchant both of the model's arms, when the mob falls below 50% HP. Since em=false, any bone with IDs containing arm (right_arm / left_arm) will be enchanted.


SwapModel

Macro mechanic for adding and removing models at the same time.

Attribute Aliases Description Default
modelid m, mid, model The model being removed
newmodelid n, nid, newmodel The new model being applied

Example

- swapmodel{m=kindletronjr;nid=kindletronsr} @self ~onDamaged =50%
This will change the entire model of the existing mob when it falls below 50% HP.


ChangePart

Set the part to display a part from a different model. This will not change the location of the bone, only visually change the model.

Attribute Aliases Description Default
modelid m, mid, model The targeted model
partid p, pid, part The targeted part
newmodelid nm, nmid, newmodel The model of the new part
newpartid np, npid, newpart The new part id replacing partid

Example

- changepart{m=kindletronjr;pid=left_arm;nm=kindletronsr;npid=left_arm} @self ~onSpawn
This will change Kindletron Jr's left arm to Kindletron Sr's left arm when it spawns. Yes, you can mix & match parts from different models with this mechanic! Note that the location of a bone cannot change, therefore in this example, Kindletron Jr would have one giant floating arm!


SubModel

Add or remove a part of a different model to the targeted model. This will create all child bones contained in the substitution, with the offset and rotation taken from the model.

Attribute Aliases Description Default
modelid m, mid, model The targeted model
partid p, pid, part The targeted part
submodelid sm, smid, submodel The model of the new part
subpartid sp, spid, subpart The new part
customid c, cid Optional: Give the substitution a unique part id
Afterwards, when manupulating this part, this id can be used
remove r Is this mechanic removing a part

Example

- submodel{model=kindletronjr;part=right_hand;submodel=weapons;subpart=whip;customid=kindle_whip} @self ~onAttack
Create the whip part and its children from weapons, name the whip bone kindle_whip, and set right_hand as the whip's parent when attacking.
- submodel{model=kindletronjr;subpart=kindle_whip;remove=true} @self ~onDamaged
Remove whip from kindletronjr using custom id kindle_whip when damaged.


Petrify

Create a statue of the model. This model will no longer be able to change or move.

Attribute Aliases Description Default
modelid m, mid, model The targeted model

Example

- petrify{m=kindletronjr} @self ~onDeath
This will create a statue of Kindletron Jr when he dies. Note that petrify does kill the mob that the model is "riding" on, with no way of removing it!


DefaultState

Set the default state to a different state. This is for changing automatic states such as idle animation.

Attribute Aliases Description Default
modelid m, mid, model The targeted model
type t The targeted default state
Available default states: IDLE, WALK, JUMP, DEATH
state s The new default state

Example

- defaultstate{m=kindletronjr;t=walk;s=run} @self ~onDamaged
This will set Kindletron Jr's walking animation to a running animation. This is very useful when combined with stance & auras! I personally use this when passive mobs "flee" from the player, then run another defaultstate mechanic after the mob has disengaged from combat.


BodyClamp

Set the maximum head rotation before rotating the body. This effect can be seen on player models, where the body will stay stationary before the head rotates beyond 50 degrees.

Attribute Aliases Description Default
modelid m, mid, model The targeted model
clamp c, angle The maximum head rotation before the body moves with the head 50

Example

- bodyclamp{m=kindletronsr;c=10} @self ~onSpawn
This will set the amount of rotation limit of the "neck" before the body begins to rotate with it. Note how all mobs in Minecraft have neck rotations, before also moving their body to follow the player!


SetModelTag

Set the name displayed on the name tag of the model.

Attribute Aliases Description Default
bone b The selected bone
tag t The name, or a placeholder string
visible v The visibility of the name tag true

Example

- setmodeltag{bone=hp_bar;tag=<caster.hp>} @self ~onSpawn
This will find a nametag bone called hp_bar and set it to display the caster's HP on spawn. The value would update automatically without ~onTimer trigger.


SetModelTagVisible

Set the visibility of the name tag of the model.

Attribute Aliases Description Default
bone b The selected bone
visible v The visibility of the name tag false

Example

- setmodeltagvisible{b=enrage_tag;v=false} @self ~onDamaged =10%
This will hide the model's enraged status tag when it falls below 10% HP.


Disguise

Disguise the targeted player to the model.

Attribute Aliases Description Default
modelid m, mod, model The model id of the disguise
seeself s, see Can the player see their own disguise true

Example

- disguise{m=kindletronjr;s=true} @trigger ~onInteract
This will disguise the player as a Model Engine model.


Undisguise

Remove the model disguise of the targeted player.

Attribute Aliases Description Default

Example

- undisguise @trigger ~onInteract
This will clear a player's Model Engine disguise.


LockHead

Lock the pitch and yaw rotation of the model.

Attribute Aliases Description Default
lockpitch lp, lpitch Should the pitch be locked No change
lockyaw ly, lyaw Should the yaw be locked No change

Example

- lockhead{lp=true} @self ~onInteract
This will lock the pitch of the model's head when right-clicked.


ChangeParent

Force a part of the model to be child bone of another part. This will not create any new part.

Note: The part would still be using the offset from its old parent.

Attribute Aliases Description Default
modelid m, mid, model The model id of the model
parent p The new parent of the child part
child c The targeted child part

Example

- changeparent{model=guard;parent=left_hand_attach;child=sword} ~onEnterCombat
Make the guard hold the sword with their left hand when in combat, and
- changeparent{model=guard;parent=sheath_attach;child=sword} ~onDropCombat
Make the guard put the sword back into their sheath.


PartVisibility

Set the visibility of a part of the model. This will not remove or add any part.

Attribute Aliases Description Default
modelid m, mod, model The model id of the model
partid p, pid, part The targeted part
visibility v, visible Should the part be visible false
exactmatch em, exact, match Does the part need to match the partid completely
If set to false, this will change the visibility of all parts with IDs containing partid
Example: pid=arm;em=false
This will select both leftarm and rightarm
true

Example

- partvisibility{m=kindletronsr;p=right_arm;v=false} @self ~onDamaged =20%
This will make Kindletron Sr's right arm disappear when he goes below 20% health.


BindHitbox

Spawn a mythic mob and bind that mob to a specific sub-hitbox.

Attribute Aliases Description Default
modelid m, mid, model The model id of the sub-hitbox
partid p, pid, part The id of the sub-hitbox
type t, mob, m The mythic mob bound to the sub-hitbox SKELETON

Example

- bindhitbox{m=kindletronsr;p=b_right_arm;t=KindletronSR_RightArmHitbox} @self ~onSpawn
This will summon a mythic mob that represents Kindletron Sr's right arm sub-hitbox. All triggers would work separately from the base mob.
To target the base mob from the sub-hitbox mob, use @Parent targeter.


HitboxConfig

Configure the interaction between a sub-hitbox and the base mob.

Attribute Aliases Description Default
modelid m, mid, model The model id of the sub-hitbox
partid p, pid, part The id of the sub-hitbox
pass Percentage of damage passed to base mob.
If value > 0, attack and interact remain.
If value <= 0, attack and interact would be canceled.
1

Example

- hitboxconfig{m=kindletronsr;p=b_right_arm;pass=0.5;delay=1} @self ~onSpawn
This will make the right arm hitbox transfer only 50% of the damage received. However, if a mythic mob is bound using BindHitbox, the mythic mob would take full damage.
Add a delay to the mechanic to ensure the bone is correctly initialized.


RemapModel

Remap a new model to the current model, part by part.

Attribute Aliases Description Default
modelid m, mid, model The model id of the current model
newmodelid n, nid, newmodel The model id of the new model
map (Optional) The model of a map used to map from newmodel to model

Example

- remapmodel{m=kindletronsr;n=kindletronsr_enraged} @self ~onDamaged =20%
This will enrage Kindletron Sr and change the appearance of the model. However, all the animations are still using the old model.
If you wish to remap again, please use the initial model id as modelid. In this scenario, it would be kindletronsr, not kindletronsr_enraged.

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