The item you spawn is called “preserved body”, by default it will look like a wrapped body. To change how it looks you need to set:
You will need to rename the item to something sensible manually.
See the table below.
Use the Freth's Taxidermy Calculator spreadsheet to find your Data2 value. The calculator supports horses and hell horses, as well as the correct kingdom.
Auxdata is for setting the type of taxidermy.
These are the creatures that can be preserved.
| Name | ID |
|---|---|
| HUMAN_CID | 1 |
| DUMMY_DOLL | 2 |
| COW_BROWN_CID | 3 |
| GUARD_LENIENT_CID | 4 |
| GUARD_DECENT_CID | 5 |
| GUARD_ABLE_CID | 6 |
| GUARD_TOUGH_CID | 7 |
| GUARD_BRUTAL_CID | 8 |
| SALESMAN_CID | 9 |
| WOLF_BLACK_CID | 10 |
| TROLL_CID | 11 |
| BEAR_BROWN_CID | 12 |
| RAT_LARGE_CID | 13 |
| LION_MOUNTAIN_CID | 14 |
| CAT_WILD_CID | 15 |
| DRAGON_RED_CID | 16 |
| DRAKE_GREEN_CID | 17 |
| DRAKE_BLACK_CID | 18 |
| DRAKE_WHITE_CID | 19 |
| FOREST_GIANT_CID | 20 |
| UNICORN_CID | 21 |
| CYCLOPS_CID | 22 |
| GOBLIN_CID | 23 |
| SPIDER_MOTHER_CID | 24 |
| SPIDER_CID | 25 |
| GOBLIN_LEADER_CID | 26 |
| TROLL_KING_CID | 27 |
| GUARD_SPIRIT_GOOD_LENIENT | 28 |
| GUARD_SPIRIT_EVIL_LENIENT | 29 |
| GUARD_SPIRIT_GOOD_ABLE | 30 |
| GUARD_SPIRIT_EVIL_ABLE | 31 |
| GUARD_SPIRIT_GOOD_DANGEROUS | 32 |
| GUARD_SPIRIT_EVIL_DANGEROUS | 33 |
| GUARD_KINGDOM_TOWER_JENN | 34 |
| GUARD_KINGDOM_TOWER_LIBILA | 35 |
| GUARD_KINGDOM_TOWER_MOLREHAN | 36 |
| BOAR_FO_CID | 37 |
| ANACONDA_CID | 38 |
| GORILLA_MAGRANON_CID | 39 |
| HYENA_LIBILA_CID | 40 |
| BARTENDER_CID | 41 |
| BEAR_BLACK_CID | 42 |
| CAVE_BUG_CID | 43 |
| PIG_CID | 44 |
| HEN_CID | 45 |
| SANTA_CLAUS | 46 |
| SANTA_EVIL | 47 |
| CHICKEN_CID | 48 |
| BULL_CID | 49 |
| CALF_CID | 50 |
| DOG_CID | 51 |
| ROOSTER_CID | 52 |
| EASTERBUNNY_CID | 53 |
| DEER_CID | 54 |
| PHEASANT_CID | 55 |
| LAVA_SPIDER_CID | 56 |
| LAVA_CREATURE_CID | 57 |
| CROCODILE_CID | 58 |
| SCORPION_CID | 59 |
| GUIDE_HOTS_CID | 60 |
| GUIDE_CID | 61 |
| LADYLAKE_CID | 62 |
| KING_COBRA_CID | 63 |
| HORSE_CID | 64 |
| FOAL_CID | 65 |
| KID_CID | 66 |
| GUARD_KINGDOM_TOWER_FREEDOM | 67 |
| AVENGER_OF_LIGHT_CID | 68 |
| ZOMBIE_CID | 69 |
| SEA_SERPENT_CID | 70 |
| SHARK_HUGE_CID | 71 |
| DEMON_SOL_CID | 72 |
| DEATHCRAWLER_MINION_CID | 73 |
| SPAWN_UTTACHA_CID | 74 |
| SON_OF_NOGUMP_CID | 75 |
| DRAKESPIRIT_CID | 76 |
| EAGLESPIRIT_CID | 77 |
| EPIPHANY_VYNORA_CID | 78 |
| MAGRANON_JUGGERNAUT_CID | 79 |
| MANIFESTATION_FO_CID | 80 |
| INCARNATION_LIBILA_CID | 81 |
| BISON_CID | 82 |
| HELL_HORSE_CID | 83 |
| HELL_HOUND_CID | 84 |
| HELL_SCORPION_CID | 85 |
| WORG_CID | 86 |
| SKELETON_CID | 87 |
| WRAITH_CID | 88 |
| DRAGON_BLACK_CID | 89 |
| DRAGON_GREEN_CID | 90 |
| DRAGON_BLUE_CID | 91 |
| DRAGON_WHITE_CID | 92 |
| SEAL_CID | 93 |
| TORTOISE_CID | 94 |
| CRAB_CID | 95 |
| SHEEP_CID | 96 |
| BLUE_WHALE_CID | 97 |
| SEAL_CUB_CID | 98 |
| DOLPHIN_CID | 99 |
| OCTOPUS_CID | 100 |
| LAMB_CID | 101 |
| RAM_CID | 102 |
| DRAKE_RED_CID | 103 |
| DRAKE_BLUE_CID | 104 |
| SPIDER_FOG_CID | 105 |
| RIFT_JACKAL_ONE_CID | 106 |
| RIFT_JACKAL_TWO_CID | 107 |
| RIFT_JACKAL_THREE_CID | 108 |
| RIFT_JACKAL_FOUR_CID | 109 |
| RIFT_JACKAL_CASTER_CID | 110 |
| RIFT_OGRE_MAGE_CID | 111 |
| RIFT_JACKAL_SUMMONER_CID | 112 |
| NPC_HUMAN_CID | 113 |
| CORPSE | 114 |
| CHEST_MIMIC | 2147483605 |
NOTE: The taxidermy mod for newer horses was broken until we contacted the mod creator and worked with them to fix the issues. The codes below should work now. Notice (below table) that the codes double for both horses and hell horses.
You can manually set taxis (as a GM) to the code (below).
| Horse Skin | Data2 |
|---|---|
| None/Grey/Ash | 5120 |
| Brown/Cinder | 70656 |
| Gold/Envious | 136192 |
| Black/Shadow | 201728 |
| White/Pestilential | 267264 |
| Piebald/Nightshade | 332800 |
| Blood Bay/Incandescent | 398336 |
| Ebony/Molten | 463872 |
| Skewbald Pinto | 529408 |
| Gold Buckskin | 594944 |
| Black Silver | 660480 |
| Appaloosa | 726016 |
| Chestnut | 791552 |
Hell horse taxidermies don't always translate over. A GM may need to set the Data2 manually to the correct number corresponding to the type of hell horse the taxi should be.
| Type | Data2 |
|---|---|
| Cinder | 126976 |
| Envious | 192512 |
| Shadow | 258048 |
| Pestilential | 323584 |
| Nightshade | 332800 |
| Incandescent | 454656 |
This section goes into more detail about Bdew's Taxidermy mod and how it works.
The item you spawn is called “preserved body”, by default it will look like a wrapped body. To change how it looks you need to set:
Data1 is the creature template ID, list of vanilla IDs here.
Data2 has the kingdom in the lowest byte, this is used for tower guards and such. Second byte is scale factor multiplied by 20. Leaving it as 0 will mean no kingdom and default scale.
Keep in mind that there is only the Freedom kingdom in Mythmoor, but that the kingdom is taken into account for certain items like guard taxis, which controls their texture(s).
| Data2 | Size | Kingdom |
|---|---|---|
| 5120 | 512 (normal) | 0 (Default) |
| 5121 | 512 (normal) | 1 (Jenn-Kellon) |
| 5122 | 512 (normal) | 2 (Mol Rehan) |
| 5123 | 512 (normal) | 3 (Horde of the Summoned) |
| 5124 | 512 (normal) | 4 (Freedom) |
Setting a lower number will reduce the taxi in size. Setting a higher number will increase it.
Aux is the state - 0=lying 1=butchered 2=animated.
You will need to rename the item to something sensible manually.
public static float sizeMod(Item item) {
if (item.getTemplateId() == CustomItems.stuffedCorpseId) {
if (item.getData2() == -1) return 1f;
int sf = (item.getData2() >> 8) & 0xFF;
if (sf > 0)
return (float) (sf) / 20f;
else
return 1f;
} else {
return 1f;
}
}
(Size multiplier * 256)+kingdom+(color*256*256)
NOTE: Color is for horses and hell horses only, and would be zero if not a horse.
| Kingdom | Number |
|---|---|
| None | 0 |
| Jenn-Kellon | 1 |
| Mol Rehan | 2 |
| Horde of the Summoned | 3 |
| Freedom Isles | 4 |
| Horse | Color Code |
|---|---|
| None/Grey/Ash | 0 |
| Brown/Cinder | 1 |
| Gold/Envious | 2 |
| Black/Shadow | 3 |
| White/Pestilential | 4 |
| Piebald/Nightshade | 5 |
| Blood Bay/Incandescent | 6 |
| Ebony/Molten | 7 |
| Skewbald Pinto | 8 |
| Gold Buckskin | 9 |
| Black Silver | 10 |
| Appaloosa | 11 |
| Chestnut | 12 |
Copy this calculator to your own Google Docs and use it to calculate taxidermy settings for any creature.
https://docs.google.com/spreadsheets/d/1pkzXL-FU0yq-IUCOX6gtdzJKWEPApIlWFAMWki6_-ic/edit?usp=sharing