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  • Options

Last edited by Phillip Nov 15, 2021
Page history

Options

Mob Options

This is a database of all options available when creating a mob in MythicMobs. These options go under the Options tag, like so:

VeryFastSkeleton:
  Type: skeleton
  Display: 'Very Fast Skeleton'
  Options:
    MovementSpeed: 0.3
    NoDamageTicks: 50

Universal options

These options are universal and will work regardless of the mobtype.

All mobs

AlwaysShowName: [true/false]

  * Whether the name-tag should always be displayed to the player, including while not looking at the mob.
  * Equivalent of the NBT-tag "CustomNameVisible"
  * Defaults to false.

ApplyInvisibility: [true/false] (4.9)

  * Sets permanent invisibility effect on the mob (No need for invisibility potions ~onSpawn).
  * Defaults to false.

Collidable: [true/false]

  * Whether the mob has collision.
  * Defaults to true.
  * Note that collisions in Minecraft are bidirectional, so this would need to be set to false on both the collidee and the collidant to ensure no collisions take place.
  * Also note that setting this to false stops the mob from being pushable by the player.

DigOutOfGround: [true/false]

  * Teleports the mob two blocks up if takes SUFFOCATION damage.
  * Defaults to false.

Despawn: [true/false/chunk/persistent]

  * Determines whether mobs will despawn if no players are nearby.
  * Should generally be turned on if you are using a lot of a mob spawners or entities will overwhelm your server.
  * Equivalent NBT-tag is "PersistenceRequired"
  * CHUNK will despawn mobs when they enter an unloaded chunk, but not when players aren't nearby.
  * Defaults to true.

FollowRange: [value]

  * Max distance between the mob and target before the mob will lose aggro.
  * Also defines max range at which a target will aggro a player initially.
  * Defaults to standard respective minecraft follow range

Glowing: [true/false]

  * Whether the mob should permanently be glowing.
  * Defaults to false.

Invincible: [true/false]

  * Makes the mob completely invincible to all types of damage.
  * //Cannot// be changed by command skills!
  * Defaults to false.

Interactable: [true/false]

  * Make the mob none interactable. In case of armor stand, denies interacts with its equipment.
  * Defaults to false.

LockPitch: [true/false] (4.9)

  * Requires protocollib, keeps mobs heads from looking up/down.
  * Defaults to false.

KnockbackResistance: [number]

  * Number between 0 and 1 that defines resistance of mob to knockbacks. Defaults to 0.
  * 0.1 = 10%, 0.5 = 50% 1 = 100%
  * Note that mobs with 100% resistance can still be knocked back by bow's enchantment: ARROW_KNOCKBACK.
  * For true knockback resistance, see the Velocity mechanic's wiki page

MaxCombatDistance: [number]

  * The mob cannot be damaged by players further away than # many blocks.
  * Setting this option to a number less than the distance of a certain mob skill or attack will ensure that the mob can damage the player and will not be as easy to exploit.

MovementSpeed: [number]

  * The movement speed of the mob.
  * Most mobs default to movement speed of 0.2
  * Values above 1 tend to make the mob difficult / impossible to fight.

NoAI: [true/false]

  * Wether or not the mob should have AI. //Will override any settings specified in AIGoalSelectors!//
  * As opposed to AIGoalSelectors, this will work on Enderdragons and Withers.
  * Defaults to false.
  * Note that any mob with NoAI: true will never cast a skill under the Skills: tab.

NoDamageTicks:[number]

  * Defines how long the mob is invulnerable after being hit.
  * If ImmunityTables are turned on for the mob, NoDamageTicks are per player as opposed to global.
  * Defaults to 10.

NoGravity: [true/false]

  * Whether the mob should not have gravity.
  * Defaults to false.
  * Note that when this is true, the mob CANNOT have the skill [[skills/mechanics/velocity|velocity]] used on it.

PassthroughDamage: [true/false]

  * Causes all damage taken to be redirected to the mob's parent, if one exists. A mob's parent is the entity that initially summoned the mob.
  * Defaults to false

Persistent: [true/false]

  * Makes the mob immune to the "mm m killall" command
  * The mob can still despawn if "Despawn" is set to true
  * The mob can still be killed if targeted in the "mm m kill X" command or using a "minecraft:kill" command
  * Defaults to false

PreventItemPickup: [true/false]

  * Prevents mobs from picking up items.
  * Defaults to true.

PreventLeashing: [true/false]

  * Whether to prevents a leash from being placed on the mob.
  * Defaults to true

PreventMobKillDrops: [true/false]

  * Prevents mobs killed by that MythicMob from dropping loot.
  * Defaults to false.

PreventOtherDrops: [true/false]

  * Should MythicMobs block the mob from dropping its normal items?
  * Defaults to false.

PreventRandomEquipment: [true/false]

  * Whether a mob should be allowed to spawn with random equipment.
  * Defaults to false.

PreventRenaming: [true/false]

  * Whether to prevent renaming using a nametag.
  * Defaults to true.

PreventSunburn: [true/false]

  * Whether to prevent the mob from burning in the sun.
  * Defaults to false.

RepeatAllSkills: [true/false]

  * Whether to repeat HP based skills if a mob heals back above the health threshold for them.
  * Defaults to false.

ShowHealth: [true/false]

  * Displays health of mob through messages broadcast within a radius defined by **show<nowiki>*</nowiki>health<nowiki>*</nowiki>radius**    and formatted according to **show<nowiki>*</nowiki>health<nowiki>*</nowiki>format**. Both of these are global settings under **config.yml**
  * Defaults to false.

Silent: [true/false]

  * Whether or not a mob should use vanilla sound effects.
  * Defaults to false.

Mob specific options

These are specific mob options and will have no effect when used on a different mobtype.

Armor Stands

CanMove: [true/false]

  * Whether an armor stand can move or not.
  * Only applies to armor stand type mobs.
  * Defaults to true.
  * Requires PaperSpigot

CanTick: [true/false]

  * Whether an armor stand can tick or not.
  * Only applies to armor stand type mobs.
  * Defaults to true.
  * Requires PaperSpigot

HasArms: [true/false]

  * Whether an armor stand has arms or not.
  * Only applies to armor stand type mobs.
  * Defaults to false.

HasBasePlate: [true/false] (4.9)

  * Whether an armor stand has a baseplate or not.
  * Only applies to armor stand type mobs.
  * Defaults to true.

HasGravity: [true/false]

  * Whether an armor stand is affected by gravity or not.
  * Only applies to armor stand type mobs.
  * Defaults to true.

Invisible: [true/false]

  * Whether an armor stand is invisible or not.
  * Only applies to armor stand type mobs.
  * Defaults to false.

ItemBody: [MythicItem Name]

  * Designates the Mythic Item that should go in the body/chest slot of an armor stand.
  * Only applies to armor stand type mobs.

ItemFeet: [MythicItem Name]

  * Designates the Mythic Item that should go in the feet slot of an armor stand.
  * Only applies to armor stand type mobs.

ItemHand: [MythicItem Name]

  * Designates the Mythic Item that should go in the hand slot of an armor stand.
  * Only applies to armor stand type mobs.

ItemHead: [MythicItem Name]

  * Designates the Mythic Item that should go in the head slot of an armor stand.
  * Only applies to armor stand type mobs.

ItemLegs: [MythicItem Name]

  * Designates the Mythic Item that should go in the legs slot of an armor stand.
  * Only applies to armor stand type mobs.

Marker: [true/false]

  * Whether the Armor Stand should be a marker.
  * Setting this option to true will prevent the armor stand from being destroyed in the game - making it completely non-interactable.

Small: [true/false]

  * Whether an armor stand is small or not.
  * Only applies to armor stand type mobs.
  * Defaults to false.

Pose:

  • Head: [0,0,0]
  • Body: [0,0,0]
  • LeftArm: [0,0,0]
  • RightArm: [0,0,0]
  • LeftLeg: [0,0,0]
  • RightLeg: [0,0,0]
  • All these values default to zero.
  • All values accept number ranges - see example below.
  • Note that these pose options will not be recognized under the options-tag but must be set like this:
Mob:
  Type: armor_stand
  Pose:
    Head: 0,50,0
    Body: 0,10,10
    LeftArm: 0 to 360,0,0
    RightArm: 0 to 90,0,0

Bees

Anger: [number]

  * Sets the time in ticks until bee anger ends.
  * If set to 0 the bee will not be angry.
  * Defaults to 0.

HasNectar: [true/false]

  * Whether the bee is carrying pollen.
  * Defaults to false.

HasStung: [true/false]

  * Whether the bee has stung an entity.
  * Defaults to false.

Cat

CatType: [type]

 * Sets the type of cat
 * Types can be ALL_BLACK, BLACK, BRITISH_SHORTHAIR, CALICO, PERSIAN, JELLIE, RAGDOLL, RED, SIAMESE, TABBY or WHITE.

CollarColor: [color]

 * Sets the color of the cat's collar.
 * Available colors are: BLACK, BLUE, BROWN, CYAN, GRAY, GREEN, LIGHT_BLUE, LIGHT_GRAY, LIME, MAGENTA, ORANGE, PINK, PURPLE, RED, WHITE, or YELLOW.

Chicken

Jockey: [true/false]

  * Wether or not the chicken is a chickenjockey.
  * Doesn't really do anything, but it's nice to have options.
  * Defaults to false.

Creepers

ExplosionRadius: [number]

  * Sets the radius/power of the creepers explosion
  * Defaults to 3

FuseTicks: [number]

  * Sets the number of ticks it takes for creepers to explode.
  * Defaults to 30

SuperCharged: [true/false]

  * Wether the creeper should spawn as a super charged creeper.
  * Defaults to false.

PreventSuicide: [true/false]

  * Prevents creepers from dying upon exploding. Set `mobGriefing` gamerule to true for this option to work.
  * Defaults to false.

Enderman

PreventTeleport: [true/false]

  * Meant for Endermen but //might// work on other mobs. May break teleport skills!
  * Defaults to false.

HeldBlock: [Material]

  * Sets the block that the Enderman is carrying.

Experience_orb

Experience: [Number]

  * Sets the amount of experience give by the experience orb mob.
  * Defaults to 1

Falling Blocks

Block: [Material type]

  * Determines the type of the block.
  * Defaults to STONE

BlockData: [Number]

  * Additional field for inputting blockdata.
  * Defaults to 0

DropsItem: [true/false]

  * Drops the falling block's item.
  * Defaults to true

HurtsEntities: [true/false]

  * Damages entities on impact.
  * Defaults to true

Fox

FoxType: [Entity type]

  * Determines the type of the fox. 
  * Can be RED or SNOW
  * Defaults to RED

Hoglin

ImmuneToZombification: [true/false]

  * Whether or not the hoglin is immune to being zombified
  * Defaults to false

Huntable: [true/false]

  * Whether the hoglin is able to be hunted by piglins.
  * Defaults to true

Horses, Donkeys, and Mules

HorseArmor: [armor_type]

  * Used for horses to set the type of armor they have on.
  * Can be iron, gold, or diamond
  * [armor_type] must be in lower case

CarryingChest: [true/false]

  * Used for donkeys to set whether they are carrying a chest or not.
  * Defaults to false.

HorseColor: [horse_color]

  * Sets color of the horse
  * Colors Must be uppercase,can be BLACK, BROWN, CHESTNUT, CREAMY, DARK_BROWN, GRAY or WHITE

Saddled: [true/false]

  * Used for horses to set whether they are saddled or not.
  * Defaults to false.

HorseStyle: [horse_style]

  * Sets the style of the horse.
  * Styles can be BLACK_DOTS, WHITE, WHITE_DOTS, WHITEFIELD

Tamed: [true/false]

  * Used for horses to set whether they are tamed or not.
  * Defaults to false.

HorseType: [type]

  * Defines the type of horse
  * Can be UNDEAD_HORSE, SKELETON_HORSE, MULE, DONKEY or HORSE
  * Defaults to HORSE
  * Removed in MC 1.11+, use [[databases/mobs/types|mob type]] instead.

Iron Golem

PlayerCreated: [true/false]

  * Acts as if the player built the mob.
  * Defaults to false.

Panda

MainGene: [Gene Type]

  * Sets the main gene that the panda can pass on to it's offspring.
  * Can be NORMAL, AGGRESSIVE, LAZY, WORRIED, PLAYFUL, WEAK, BROWN
  * Defaults to NORMAL

HiddenGene: [Gene Type]

  * Sets the hidden gene that the panda can pass on to it's offspring.
  * Can be NORMAL, AGGRESSIVE, LAZY, WORRIED, PLAYFUL, WEAK, BROWN
  * Defaults to NORMAL

Piglin

AbleToHunt: [true/false]

  * Whether or not the piglin is able to hunt
  * Defaults to false

ImmuneToZombification: [true/false]

  * Whether or not the piglin is immune to being zombified
  * Defaults to false

Piglin Brutes

ImmuneToZombification: [true/false]

  * Whether or not the piglin is immune to being zombified
  * Defaults to false

Pigs

Saddled: [true/false]

  * Wether or not the pig spawns with a saddle.
  * Defaults to false

Rabbits

RabbitType: [rabbit_type]

  * Sets type of rabbit
  * Types can be BLACK, BLACK_AND_WHITE, BROWN, GOLD, SALT_AND_PEPPER, THE_KILLER_BUNNY or WHITE

Baby: [true/false]

  * Not sure why this exists.
  * Defaults to false.

IsKillerBunny: [true/false]

  * Sets the rabbit as the Killer Bunny.

Sheep

Sheared: [true/false]

  * Sheep is already sheared.
  * Defaults to false.

Silverfish

PreventBlockInfection: [true/false]

  * Prevent silverfish from infecting blocks.
  * Defaults to true.

Snow Golem

Derp: [true/false]

  * Snow Golem is already sheared pumpkin
  * Defaults to false.

PreventSnowFormation: [true/false]

  * Prevent snowmen from creating snow.
  * Defaults to false.

TNT

FuseTicks: [number]

  * How long the TNT takes to explode
  * Defaults to -1 (instantly)

ExplosionYield: [number]

  * Determines the strength of the explosion
  * Defaults to -1 (none)

Incendiary: [true/false]

  * Wether the explosion is capable of starting fires
  * Defaults to false

Tropical Fish

Pattern: [type]

  * Sets the shape of the fish
  * Types can be BETTY, BLOCKFISH, BRINELY, CLAYFISH, DASHER, FLOPPER, GLITTER, KOB, SNOOPER, SPOTTY, STRIPEY, or SUNSTREAK.

BodyColor: [color]

  * Sets the primary color of the fish
  * Color can be BLACK, BLUE, BROWN, CYAN, GRAY, GREEN, LIGHT_BLUE, LIGHT_GRAY, LIME, MAGENTA, ORANGE, PINK, PURPLE, RED, WHITE, or YELLOW.

PatternColor: [color]

  * Sets the secondary color of the fish
  * Color can be BLACK, BLUE, BROWN, CYAN, GRAY, GREEN, LIGHT_BLUE, LIGHT_GRAY, LIME, MAGENTA, ORANGE, PINK, PURPLE, RED, WHITE, or YELLOW.

Villagers

HasTrades: [true/false]

  * Villager can be traded with.
  * Defaults to false.

Profession: [profession]

  * Specifies the profession of the villager type mob.
  * Can be ARMORER, BUTCHER, CARTOGRAPHER, CLERIC, FARMER, FISHERMAN, FLETCHER, LEATHERWORKER, LIBRARIAN, MASON, NITWIT, NONE, SHEPHERD, TOOLSMITH, WEAPONSMITH.
  * Villagers without this option will roll a random profession on their initial spawn.
  * Examples:
    Profession: MASON

Type: [type]

  * Represents Villager type, usually corresponding to what biome they spawn in.
  * Can be DESERT, JUNGLE, PLAINS, SAVANNA, SNOW, SWAMP, TAIGA.
  * Defaults to PLAINS.
  * Examples:
    Type: PLAINS

Level: [level]

  * Villager profession level, levels 1 - 5.
  * Level 1 villagers might switch professions. If you want a villager to hold its profession, give them a level of 2 or higher.
  * Required if setting villager professions.

Zombies (all variants)

**PreventJockeyMounts: [true/false] **

  * Sets whether the zombie will spawn as a jockey.
  * Only works for Zombies.
  * Defaults to false.

**PreventTransformation: [true/false] **

  * Sets whether zombies can be turned into pigmen/drowned.
  * Only works for Zombies.
  * Defaults to false.

ReinforcementsChance: [number]

  * Chance for zombies to spawn reinforcements on taking damage.
  * Should be a number between 0 and 1 (0% and 100% chance)
  * Only works for Zombies.
  * Defaults to 0.

Zombie Villagers

Profession: [type]

  * Sets the type of the villager the zombie should represent.
  * This option will also make the zombie turn into the respective villager type when being cured using potions.
  * Can be "FARMER", ... FIXME

Group specific options

Breedable mobs

Age: [number]

  * -1 for Baby. 1 for Adults
  * What the age of the mob will be.
  * Usable on any mob that can age. For example: Sheep, Pigs, Cows...
  * Defaults to 1.
  * Use very low negative numbers to mess with the mobs model (not supported)
  * May not be working properly

AgeLock: [true/false]

  * Whether the mobs age should be locked in place.
  * Useful for keeping a baby mob from growing up over time.
  * Defaults to false
  * This is required if you want Age option to work

Baby: [true/false]

  * Sets baby/adult status of mob.
  * Use if **Age: [number]** does not work.

Colorable Mobs

Used for sheep and wolves.

Color: [number]

  * Sets the wool color of sheep or the collar color of wolves
  * **The string is the name of the color you want. Ex: Color: RED**
  * [[http://minecraft.gamepedia.com/Wool|http://minecraft.gamepedia.com/Wool]]

Neutral mobs

Used for wolves and zombie pigmen.

Angry: [true/false]

  * Whether the mob will spawn angry or not.
  * **Note: Due to a Bukkit/Spigot bug wolves can not be spawned angry with this option.**
  * **Use AIGoalSelectors and AITargetSelectors if you want to spawn angry wolves.**

Slimes & Magma Cubes

PreventSlimeSplit: [true/false]

  * Prevents slimes and magmacubes from splitting.
  * Default to false

Size: [number]

  * Sets the size of slimes, magma cubes, and phantoms.
  * Can get VERY big and get exponentially larger with each increase.
  * Extremely high size will cause server lag and possibly crashes.
  * Default to 1to8(Phantoms is 1)

Tameable Mobs

Tameable: [true/false]

  * Allows players to tame the mobs. Used for wolves, cats and horses.
  * Defaults to false.

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