
Bandit Assault V1 | Mobpack

E-magination creates the absolute top tier minecraft compatible game experiences. Top quality animations, original sound design, beautiful models and amazing game mechanics combine into explosive combat experiences, or sometimes wholesome furniture.

| name | required | requirement | tested version |
|---|---|---|---|
ModelEngine | Required | 3/4+ (Updated 4.1) | |
MythicMobs Premium | Required | 5.0+ (Updated 5.12+) |
⚠️ THIS UPDATE CHANGES BBMODELS IN ONE WAY OR ANOTHER. YOU SHOULD UNINSTALL THE PREVIOUS "V1GHOSTS" FOLDER INSIDE Plugins/ModelEngine/blueprints TO PREVENT DUPLICATE MODELS.
Small update, makes sure to check a few Syntaxes and solve the immediate problems. Introduces the control pannel and optimizes some skilltrees.
Added Cheepermanía sticker.
Added a few optimizations previous to a bigger update.
Added Nametag bones. Remember that in order to set these nametags, you must use the technical name name
SetModelTag{mid=em_phwraith;opacity=1;shadow=true;partid=name;tag="&aCheepsum";delay=2} @Self ~onSpawn
Added a new system that prevents "changing target" if the trigger is already the main target, to focus specifically on the other players that might attack the mob.
Added compatibility with iframes (Add the aura named 'iframe' or 'iframes' to an entity, and it will be immune to the mob's skills)
Added a check for players in a radius of 40 blocks before even starting to use raytrace. This means mobs will likely be more performant.
This check now includes immunity for creative/spectator players so as to not bug out and start going crazy if you're testing stuff while on creative.
Added a listener to the caster pitch, so that the vfx are oriented depending on their actual orientation.
Increased the field of view check for the sonic attack, which formerly made them unable to properly cast it to targets slightly below them
Corrected some issues that made the fire be extremely fast when moving upwards.
Changed the bullet type of projectiles so that they use ME bullettype, making it accurate to projectile orientation.
Added some effects to the onEnd skill of missed projectiles.
Using correct syntax for items, preventing any AI problems.
Added system that prevents the mob from "leaving combat" and re-entering (due to threat changes), sometimes causing issues with agression system.
VAT may apply at checkout
Released: May 3, 2023 | Updated March 23, 2026
Awful screeches, scary ghostly voices, fire attacks! This amazing ghost combat experience gives you everything you need to fill your dungeons with dread, and a very fresh set of mechanics, filled with gorgeous detail in every aspect of its craft!
Includes:
– The wraith
– The screamer
– The soulfire ghost
– MythicMobs configurations
– Custom sound and vfx design
– Installation & Modulation guide
Requires ModelEngine AND MythicMobs PREMIUM
Compatible with ModelEngine 4 and ModelEngine 3 Legacy
ALSO CHECK: THE FALLEN DEFENDER

VAT may apply at checkout
Released: May 3, 2023 | Updated March 23, 2026
Awful screeches, scary ghostly voices, fire attacks! This amazing ghost combat experience gives you everything you need to fill your dungeons with dread, and a very fresh set of mechanics, filled with gorgeous detail in every aspect of its craft!
Includes:
– The wraith
– The screamer
– The soulfire ghost
– MythicMobs configurations
– Custom sound and vfx design
– Installation & Modulation guide
Requires ModelEngine AND MythicMobs PREMIUM
Compatible with ModelEngine 4 and ModelEngine 3 Legacy
ALSO CHECK: THE FALLEN DEFENDER
| name | required | requirement | tested version |
|---|---|---|---|
ModelEngine | Required | 3/4+ (Updated 4.1) | |
MythicMobs Premium | Required | 5.0+ (Updated 5.12+) |
⚠️ THIS UPDATE CHANGES BBMODELS IN ONE WAY OR ANOTHER. YOU SHOULD UNINSTALL THE PREVIOUS "V1GHOSTS" FOLDER INSIDE Plugins/ModelEngine/blueprints TO PREVENT DUPLICATE MODELS.
Small update, makes sure to check a few Syntaxes and solve the immediate problems. Introduces the control pannel and optimizes some skilltrees.
Added Cheepermanía sticker.
Added a few optimizations previous to a bigger update.
Added Nametag bones. Remember that in order to set these nametags, you must use the technical name name
SetModelTag{mid=em_phwraith;opacity=1;shadow=true;partid=name;tag="&aCheepsum";delay=2} @Self ~onSpawn
Added a new system that prevents "changing target" if the trigger is already the main target, to focus specifically on the other players that might attack the mob.
Added compatibility with iframes (Add the aura named 'iframe' or 'iframes' to an entity, and it will be immune to the mob's skills)
Added a check for players in a radius of 40 blocks before even starting to use raytrace. This means mobs will likely be more performant.
This check now includes immunity for creative/spectator players so as to not bug out and start going crazy if you're testing stuff while on creative.
Added a listener to the caster pitch, so that the vfx are oriented depending on their actual orientation.
Increased the field of view check for the sonic attack, which formerly made them unable to properly cast it to targets slightly below them
Corrected some issues that made the fire be extremely fast when moving upwards.
Changed the bullet type of projectiles so that they use ME bullettype, making it accurate to projectile orientation.
Added some effects to the onEnd skill of missed projectiles.
Using correct syntax for items, preventing any AI problems.
Added system that prevents the mob from "leaving combat" and re-entering (due to threat changes), sometimes causing issues with agression system.

Bandit Assault V1 | Mobpack

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