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 the options below are optional, meaning you don't have to configure the entire
list every time you are creating a new mob. All that really is required
are the Internal_Name
and the Type
.
Table Of Contents:
Breaking Down The Mob Configuration
Internal_Name
This string will be how your mob will be referenced internally in MythicMobs and can be any name you like. Must be a unique name and does not clash with other internal mob names, NO SPACES ALLOWED.
example_name:
Type
This field determines which entity type your creation will be based upon. A complete list of available entity types can be found on spigot javadocs, while here you can find a list of types that are explicitly implemented.
Several mob options for new entity types that Minecraft adds to the base game will not function until Mythic adds support for said entity types
Some entity types can have negative, hard-to-discover quirks. It is advised that you refer to the unstable entity types page in order to form a better opinion on what entity you should be using for your current endeavor
example_mob:
Type: zombie
another_mob:
Type: ZOMBIE
Display
Sets the display name of the mob. This option supports color codes and placeholders. The mob's name will not change or update on its own, you have to use setname mechanic to change or update it.
example_mob:
Type: zombie
Display: Example Mob
example_mob:
Type: zombie
Display: Example Mob <caster.hp> <red><&heart></red>
Health
Sets the base value of the mob's max health attribute.
Mythic doesn't have any limitations on max health but Spigot, however, caps the max health at 2048
.
This can easily be changed in spigot's configuration file, server_root\spigot.yml
.
Whenever the mob is holding or wearing an item with attribute modifiers will also affect the total max health.
example_mob:
Type: zombie
Display: Example Mob
Health: 30
Damage
Sets the base value of the mob's melee attack damage attribute. 1 damage equals to 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. Whenever the mob is holding or wearing an item with attribute modifiers will also affect the mob's melee damage.
example_mob:
Type: zombie
Display: Example Mob
Damage: 20
Armor
Sets the base value of the mob's armor attribute. Minecraft caps the max armor value to 30. Whenever the mob is holding or wearing an item with attribute modifiers will also affect the total armor.
example_mob:
Type: zombie
Display: Tanker
Armor: 25
HealthBar
Creates a basic health bar hologram above the mob, once the mob has been damaged.
example_mob:
Type: zombie
Display: HealthyBoi
Health: 1000
HealthBar:
Enabled: true
Offset: 1.45
BossBar
Defines and controls the health bar of the mob. Looks like the Ender Dragon's or the Wither's health bar, but is configurable in appearance. See BossBar
example_mob:
Type: zombie
Armor: 25
BossBar:
Enabled: true
Title: Tanker
Range: 20
Color: RED
Style: NOTCHED_6
CreateFog: true
DarkenSky: true
PlayMusic: true
Faction
Sets the mob's faction, which can be used for advanced Custom AI configurations or targeter filtering. Faction is case-sensitive, so be careful when using faction conditions.
example_mob:
Type: zombie
Armor: 25
Faction: Tank
Mount
Sets the mount of your mob. Must be another MythicMob. The mob will automatically ride on the defined mount when it spawns.
another_example:
Type: chicken
Mount: example_mo
Display Options
Sets the display entity options. A list of available display options can be found in the Display Options page
cool_display:
Type: block_display
DisplayOptions:
Block: grass_block
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 more. A list of available mob options can be found in the Mob Options page
slow_persistent_mob:
Type: husk
Options:
MovementSpeed: 0.025
Despawn: PERSISTENT
Modules
This field allows you to enable or disable modules, like Threat Tables and/or Immunity Tables
example_mob:
Type: husk
Modules:
ThreatTable: false
ImmunityTable: false
AIGoalSelectors
Modifies and customizes the AI goals of the mob.
dummy_mob:
Type: zombie
AIGoalSelectors:
- clear
passive_mob:
Type: zombie
AIGoalSelectors:
- clear
- randomstroll
- randomlookaround
AITargetSelectors
Modifies and customizes the AI targets of the mob.
neutral_mob:
Type: zombie
AIGoalSelectors:
- clear
- meleeattack
- randomstroll
- randomlookaround
AITargetSelectors:
- clear
- attacker
Drops
Add or completely modify the mob loot drops. 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 & DropTables for more information.
example_mob:
Type: zombie
Options:
PreventOtherDrops: true
Drops:
- diamond 32 1
- netherite_ingot 12 0.5
DamageModifiers
Modify how much damage the mob will take from different damage causes. For example, DamageModifiers can be used to make the mob immune to melee attacks, but weak to ranged attacks. See Damage Modifiers for more information.
example_mob:
Type: zombie
DamageModifiers:
- ENTITY_ATTACK 0
- PROJECTILE 1.25
Equipment
Equips the mob with vanilla items or mythic items when it first spawns. See Equipment for more information.
example_mob:
Type: zombie
Options:
PreventRandomEquipment: true
Equipment:
- diamond_sword HAND
- diamond_helmet{name=<green>COMMON</green> helmet} HEAD
KillMessages
Customize the kill messages that appears when the mob kills a player.
example_mob:
Type: zombie
Display: Tanker
KillMessages:
- <caster.name> yeeted <target.name>!!
- You're too weak <target.name>!!
LevelModifiers
MythicMobs can have levels and this field is used to determine which kinds of statistics they should gain on when their levels change.
example_mob:
Type: zombie
Display: Dummy
LevelModifiers:
Damage: 2
Health: 0.25
Disguise
Changes the appearance of the mob to be like other entity types. Requires the plugin LibsDisguises to be installed and functioning on your server. See Add-on: Disguises for more information.
#This mob acts like a zombie but looks like a chicken
example_mob:
Type: zombie
Disguise: chicken
Skills
Skills are an integral feature of Mythic. All mobs are able to have skills of various types that can be triggered under different circumstances with varying conditions. The Mythic skill system is quite intuitive once you get used to it, and can be used to create anything from simple mobs to incredibly complex bosses. See Skills to get started on making your own skills.
#swaps locations with the player that right-clicked the mob
example_mob:
Type: zombie
Skills:
- swap @trigger ~onInteract
Nameplate
Forces the usage of Mythic nameplates on the mob, if the Enabled: true
option is used.
This makes display names like Display: "Hello\nWorld!"
be displayed on two separate lines.
ExampleMob:
Type: PIG
Display: "Hello\nWorld!"
Nameplate:
Enabled: true
# The Offset of the nameplate
Offset: 1.8
# The Scale of the nameplate
Scale: 2
# If set, forces the nameplate to work with modeled entities from the ModelEngine plugin
Mounted: true
Hearing
Allows the mob to "hear" sounds like a warden would.
Turning this on enables the new ~onHear trigger.
ICanHearYou:
Type: ZOMBIE
Hearing:
Enabled: true
Skills:
- message{m="I can hear you <trigger.name>! <skill.var.volume>? Way too loud!"} @trigger
Variables
Instead of using a lot of setvariable
mechanics ~onSpawn
, you can make a mob spawn with already set variables via the use the of Variables mob field.
VariableZombie:
Type: ZOMBIE
Variables:
SomeVariable: something
AnIntVariable: int/2
AFloatVariable: float/420.69
The above example would set
- a
SomeVariable
variable of typeSTRING
and of valuesomething
- a
AnIntVariable
variable of typeINTEGER
and of value2
- a
AFloatVariable
variable of typeFLOAT
and of value420.69
Trades
Customizes the villager trades. Villagers must have a profession and a profession level of 2 to be able to keep its custom trades.
MerchantTest:
Type: VILLAGER
Display: '&6Merchant Test'
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
3:
Item1: 32 EMERALD
Item2: 1 PAPER
Result: 1 CUSTOM_ITEM
MaxUses: 1
Examples
More mob examples can be found in the Examples section.