Custom Items
To make an item warm or cool the player who holds or wears it, add a line to skills/TemperatureModifiers.yml in the bundled pack: to MS_HeldItems for the hands, to MS_ArmorWarmth for armour slots. Then run /mm reload. custom.items in temperature.yml is no longer read.
MS_HeldItems:
Skills:
- modifytemp{id=blocks;amount=7;duration=3} @Self ?holding{m=TORCH,CAMPFIRE} ?!inwater
- modifytemp{id=blocks;amount=7;duration=3} @Self ?wearing{slot=OFFHAND;m=TORCH,CAMPFIRE} ?!inwater
A held item needs a holding line for the main hand and a wearing{slot=OFFHAND} line for the off hand. ?!inwater turns the line off in water.
How items count
- Only the strongest held item counts. The last matching line wins, so order the lines from weakest to strongest.
- Held items share the id
blockswith nearby blocks, so a torch in hand and a campfire do not add up. A torch and ice do, because one warms and one cools. - Each worn slot has its own id (
armor_head,armor_chest,armor_legs,armor_feet), so slots add up. A line for your own item placed after the material lines of its slot replaces the material value. - A material name matches every item of that material, a MythicMobs item name matches that item, and a name starting with
#is an item tag.
Shipped held items
| Item | Degrees | In water |
|---|---|---|
ICE, PACKED_ICE |
-6 | works |
SOUL_TORCH, SOUL_CAMPFIRE, SOUL_LANTERN |
-7 | stops |
LANTERN |
7 | works |
TORCH, CAMPFIRE |
7 | stops |
BLUE_ICE |
-15 | works |
LAVA_BUCKET |
15 | stops |
Examples
- modifytemp{id=armor_feet;amount=8;duration=3} @Self ?wearing{slot=FEET;m=fur_boots}
At the end of
MS_ArmorWarmth: the MythicMobs itemfur_bootswarms by 8 instead of the boots' material value.
- modifytemp{id=blocks;amount=12;duration=3} @Self ?holding{m=MAGMA_BLOCK}
- modifytemp{id=blocks;amount=12;duration=3} @Self ?wearing{slot=OFFHAND;m=MAGMA_BLOCK}
Between the torch and the blue ice lines of
MS_HeldItems: a magma block in either hand warms by 12, also in water.