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Last edited by Phillip May 31, 2022
Page history

Mobs

Mobs

MythicMobs is based all around customized entities/mobs and there are plenty of options, attributes that you can utilize. Below you find a complete list of options/attributes that can be added to your custom creations.

Most of them are optional, meaning you don't have configure the entire list every time you are creating a new mob. All that really is required are the internal_mobname and the Type.

internal_mobname:
  Type:
  Display:
  Health:
  Armor:
  Damage:
  BossBar:
  Faction:
  Mount:
  Options:
  Modules:
  AIGoalSelectors:
  AITargetSelectors:
  Drops:
  DamageModifiers:
  Equipment:
  KillMessages:
  LevelModifiers:
  Disguise:
  Skills:
  Trades:

Breaking down the options

internal_mobname:

  • This string will be how your mob will be referenced internally in MythicMobs and can be any name you like.
  • Must be alphanumerical and is case sensitive.
  • Examples:
    • super_zombie:
    • SuperZombie:
    • superzombie:
    • SuPeRzOmBiE:

Type: [mobtype]

  • This field determines which mobtype your creation will be based upon.
  • Complete list of available entities: Mob Types
  • Examples:
    • Type: zombie
    • Type: SKELETON

Display: '[display_name]'

  • Sets the display name of the mob that will appear as the mobs name tag above it's head.
  • Supports color codes and variables: Variables(but variables read only once after birth)
  • Use setName to change display name
  • Must be encased by single quotes.
  • For using single quotes inside of the name, you can use the <&sq> variable.
  • Examples:
    • Display: 'Super Zombie'
    • Display: '&eSuper Zombie'
    • Display: '&cSuper Zombie&r - <mob.level>'

Health: [number]

  • Sets the max health of the mob.
  • MythicMobs doesn't have any limitations on max health. Spigot however will by default cap max health at "2048". This can easily be changed in the Spigot configuration file spigot.yml.
  • Examples:
    • Health: 200

Damage: [number]

  • Sets the base melee damage of the mob.
  • 1 damage = 0.5 hearts, so a mob with 6 damage will deal 3 full hearts of damage.
  • This attribute will never affect damage done by ranged attacks, like arrows or potions. It's only meant for melee damage.
  • If the mob is holding a weapon or tool, the damage from this attribute will be added onto the base damage of the item.
  • Examples:
    • Damage: 10

Armor: [number]

  • Will reduce any damage the mob takes by the specified amount.
  • Max vanilla armor is 30.
  • 1 damage = 0.5 hearts.
  • Examples:
    • Armor: 7

BossBar:

  • Defines and controls the healthbar of the mob. Looks like the Enderdragon's and Wither's health bar, but is configurable in appearance. See BossBar.

Faction: [name]

  • Sets the faction of the mob, which can be used for advanced AI configurations.
  • Must be alphanumerical and is case sensitive.
  • Examples:
    • Faction: SuperZombies
    • Faction: super_zombies

Mount: [internal_mobname]

  • Sets the mount of your mob, must be another MythicMob.
  • The mob will automatically ride on the defined mount when it spawns.
  • Examples:
    * **Mount: super_zombie_horse**

Options:

  • This is a special field which comes with numerous sub-options, like determining if the mob should despawn, setting knockback resistance, follow range, movement speed and many many more!
  • A complete list of all available options: Mob Options

Modules:

  • This field allows you to add modules that are used to enable Threat Tables and/or Immunity Tables.

AIGoalSelectors:

  • This field is used to customize the AI goals of the mob, i.e. what the mob will try to do.
  • Custom AI

AITargetSelectors:

  • This field is used to customize the AI targets of the mob.
  • Custom AI

Drops:

  • Used to add custom drops to your mob.
  • Can be vanilla items, mythic items, experience points, cross-plugin items (if supported) or even custom drop tables with their own condition system.
  • See Drops Overview for more information.

DamageModifiers:

  • This field allows for full control over how much damage the mob takes from different causes.
  • For example, DamageModifiers can be used to make the mob immune to melee attacks, but very weak to ranged attacks.
  • See Damage Modifiers for a complete list of options.

Equipment:

  • Used to equip the mob with vanilla items or mythic items upon its initial spawn.
  • See Equipment for a complete list of options.

KillMessages:

  • Allows you to customize the broadcasted kill messages that appear when the mob kills a player.
  • Custom Kill Messages

LevelModifiers:

  • MythicMobs can have levels and this field is used to determine which kinds of statistics they should gain on which level.
  • Mob Levels

Disguise:

  • This field requires the plugin "LibsDisguises" to be installed and functioning on your server.
  • Used to make mobs appear like other entities.
  • Add-on: Disguises

Skills:

  • The skills section is used to determine which skills the mob can utilize and when it will do so.
  • See Skills Overview to get started on making your own skills.

Trades:

  • Allows you to customize villager trades. Villagers must have certain professions to be able to trade, and some items may require the villager to be a certain level. If you want to use MMOItems in villager trades, use mmoitems.TYPE.ID.
MerchantTest:
  Type: VILLAGER
  Display: '&6Merchant Test'
  Health: 20
  Faction: tester 
  Options:
    Profession: CLERIC
    Type: DESERT
    Level: 2
  Trades:
    1:
      Item1: 5 EMERALD
      Item2: 5 DIAMOND
      Result: DIAMOND_SWORD
      MaxUses: 5
    2:
      Item1: 64 EMERALD
      Result: mmoitems.SWORD.CUTLASS
      MaxUses: 1

Example with all options used

More mobs can be found in the Examples section.

Please keep in mind that you in no way have to use all of these mob options and that this is an advanced example designed to show the possibilities. All that you need to apply is whatever you want for you mob. The only required options/attributes are the internal-mobname and a mob-type. After that it's completely up to you.

    super_zombie:
     Type: zombie
     Display: '&lSuper Zombie&r'
     Health: 200
     Damage: 14
     Armor: 10
     Faction: superb_zombies
     Mount: super_zombie_undead_horse
     Options:
      PreventOtherDrops: true
      PreventItemPickup: true
      Despawn: false
      KnockbackResistance: 0.25
      MovementSpeed: 0.25
     Modules:
      ThreatTable: false
      ImmunityTable: true
     AIGoalSelectors:
     - clear
     - meleeattack
     - randomstroll
     AITargetSelectors:
     - clear
     - attacker
     - players
     Drops:
     - diamond 1-3 1
     - exp 50 1
     - super_zombie_sword 1 1
     DamageModifiers:
     - ENTITY_ATTACK 0
     - PROJECTILE 1.25
     - MAGIC 1.75
     Equipment:
     - super_zombie_helmet:4
     - super_zombie_sword:0
     KillMessages:
     - '<target.name> was superbly slain by a <mob.name>'
     LevelModifiers:
       MovementSpeed: 0.01
       KnockbackResistance: 0.05
       Health: 2
       Damage: 1
     Disguise: player ashijin setDisguiseName &6MythicMobs<&sq>s<&spGod
     Skills:
     - throw{v=5;vy=5} @rigger ~onAttack 0.5
     - sound{s=entity.zombie.hurt;v=1;p=0} ~onDamaged
     - e:particles{p=cloud;a=50;s=0.05} ~onDeath
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