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Endesman / E-Magination

E-magination 创建了绝对顶级的 Minecraft 兼容游戏体验。顶级质量的动画、原创音效设计、美丽的模型和惊人的游戏机制结合在一起,形成了激烈的战斗体验,或者有时是温馨的家具。

[Skeleton Elite pack] Dungeon Skeletons V1 v1.1.8

更新于 5 May 2026
16x Texture
压倒性好评 (158)
价格为:$42.00。

结账时可能会收取增值税

产品描述

Released: January 19, 2025


An amazing combat experience featuring 7 new Skeletons with various specialties! Every mob is carefully designed with amazing animations, sounds and effects, and well made, well telegraphed skills and mechanics! They are perfect to fill your dungeons and graveyards! Also, features very advanced AI like movement prediction and amazing archer AI, and the most unique death animation you've seen in skellies around here!

Includes:
– The Footman
– The Swordman
– The Warrior
– The Archer
– The Halberdier
– The Tank
– The Wizard
– 38 original custom sounds (+ reused sounds)
Mythicmobs Configurations with plug & play installation
– Installation & Modulation guide

Requires ModelEngine 4 AND MythicMobs PREMIUM

If you liked them, don't wait to check the expansions!
Glacial shard, an amazing expansion pack for Dungeon Skeletons! Adds new model and effect variations, dedicated frost VFX and new custom sounds! without adding extra unneeded Mythicmobs code, totally modular, and easy to customize!


Volcanic Cinder, an amazing expansion pack for Dungeon Skeletons! Adds new model and fire effect variations

Dungeon Skeletons Volcanic cinder Endesman Skeleton pack

依赖项

namerequiredrequirementtested version
ModelEngine
Required4+
MythicMobs Premium
Required5+

最新更新

v1.1.8

最新
February 17, 2026

Dungeon Skeletons V1.1.8

Minor update! Added basically these two things:

🧰CHANGES

  • Adds Spawn animations to all the mobs. Animation name is "spawned", so it can be triggered with specific events for your own needs, since you might also want to add effects onto them. Currently unused but will be implemented with a fully fledged particles/sounds skill in the future! You can change the name of the animation to "spawn" and it will play on every spawn event, regardless of the reason. (naturally spawned, forced spawn, etc)

  • Added Name tag bones for all the mobs. The nametag bone is tag_name (in MM or commands, you must only use "name", since the tag_ is just an internal suffix, and is not used ingame, like when you call for h_head, and instead should just use "head".

    Example of a working "cheepsum" tag. Remember you must match the name of the model, this is hardcoded rn. This tag attribute supports placeholders, etc.

    - SetModelTag{mid=em_dskeleton_tank;opacity=1;shadow=true;partid=name;tag="&aCheepsum";delay=2} @Self ~onSpawn

标签与类别

用户评价

好评 (4)
U

Unknown user

5/5
购买日期:Apr 7, 2026评论日期:May 9, 2026

Edelman never fails to deliver the most intelligent and interactive mobs from any creator I've tried. The abilities and models all work together flawlessly. The skeletons in particular are so far above any of the alternatives. If you want some basic enemies for your server that aren't just punching bags, these things are great.

O

ollyreedy

4/5
购买日期:Dec 9, 2025评论日期:Dec 9, 2025

I love your products but I find it really annoying that you don't have a display tag option on these or the kobold pack It would take you a couple moments to include and is a great option

卖家Dec 20, 2025

Henlo! It is indeed a change worth adding to the packs. I'll do it on next update and try to make sure all new packs have it :3

T

tenitrex

2/5
购买日期:Sep 20, 2025评论日期:Sep 25, 2025

The model isn’t well optimized, with many unnecessary or unused bones that make animation inefficient. I had to redo much of the work myself, which was disappointing for the price

卖家May 21, 2026

This reply was shortened, and was addressed on a ticket. I've explained that the skeletons indeed have only 13 actual bones, even if they use "ghost bones" as advanced animation systems, which don't spawn display-entities, nor impact performance on client or server. The models actually have a very optimized cube count, and I've shown all the related info, as well as I will always be open to showing all that to anyone who reaches out, preferably on my discord or on a ticket. I didn't really understand what had to be "redone", but if they removed the "unnecessary bones", they are likely to have disabled the death animations or other functional particle/effect markers of the mobs, which precisely use those ghost bones to work :'3. Also, for anyone wondering, animation workflow is never interrupted by any "excess bone", since when you click on a visible part, you'll immediately select what you expect to select.

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