-[Group Specific Options](/Mobs/Options#group-specific-options)
-[Group Specific Options](/Mobs/Options#group-specific-options)
-[Mob Specific Options](/Mobs/Options#mob-specific-options)
-[Mob Specific Options](/Mobs/Options#mob-specific-options)
##
##
# Universal options
# Universal options
These options are universal and will work regardless of the mob type.
These options are universal and will work regardless of the mob type.
#### AlwaysShowName
#### AlwaysShowName
Whether the name-tag is always displayed.
Whether the name-tag is always displayed.
Equivalent to the NBT-tag `CustomNameVisible`.
Equivalent to the NBT-tag `CustomNameVisible`.
Defaults to `false`.
Defaults to `false`.
```yml
```yml
Options:
Options:
AlwaysShowName:false
AlwaysShowName:false
```
```
#### AttackSpeed
#### AttackSpeed
The attack speed of the mob
The attack speed of the mob
Defaults to vanilla attack speed of the respective mobs
Defaults to vanilla attack speed of the respective mobs
```yaml
```yaml
Options:
Options:
AttackSpeed:1
AttackSpeed:1
```
```
#### VisibleByDefault
#### VisibleByDefault
Sets whether the mob is visible by default when the mobs spawns or when the mob gets loaded.
Sets whether the mob is visible by default when the mobs spawns or when the mob gets loaded.
Defaults to `true`.
Defaults to `true`.
```yml
```yml
Options:
Options:
VisibleByDefault:true
VisibleByDefault:true
```
```
#### Invisible
#### Invisible
Sets the permanent invisibility effect on the mob; no need to apply invisibility potion with `~onSpawn` trigger.
Sets the permanent invisibility effect on the mob; no need to apply invisibility potion with `~onSpawn` trigger.
Defaults to `false`.
Defaults to `false`.
```yml
```yml
Options:
Options:
Invisible:true
Invisible:true
```
```
#### Collidable
#### Collidable
Whether the mob has collisions. Collisions in Minecraft are bidirectional, so this would need to be set to `false` on both
Whether the mob has collisions. Collisions in Minecraft are bidirectional, so this would need to be set to `false` on both
the entity colliders to ensure that no collisions takes place but will also stop the player from pushing the mob. Defaults to `true`.
the entity colliders to ensure that no collisions takes place but will also stop the player from pushing the mob. Defaults to `true`.
```yml
```yml
Options:
Options:
Collidable:true
Collidable:true
```
```
#### DigOutOfGround
#### DigOutOfGround
Teleports the mob two blocks up if it takes `SUFFOCATION` damage. Defaults to `false`.
Teleports the mob two blocks up if it takes `SUFFOCATION` damage. Defaults to `false`.
```yml
```yml
Options:
Options:
DigOutOfGround:false
DigOutOfGround:false
```
```
#### Despawn
#### Despawn
Determines how the mob will despawn.
Determines how the mob will despawn.
This option should be turned on if you're using a lot of mob spawners or entities will overwhelm your server, or the entity you are making requires some special behavior regarding its despawn policy (Npcs, Bosses etc.)
This option should be turned on if you're using a lot of mob spawners or entities will overwhelm your server, or the entity you are making requires some special behavior regarding its despawn policy (Npcs, Bosses etc.)
| NORMAL | TRUE, YES | - Despawns if no players are nearby<br>- Despawns if the server is restarted<br>- Despawns if the chunk is unloaded<br>- Is killed by normal mythicmobs kill commands |
| NORMAL | TRUE, YES | - Despawns if no players are nearby<br>- Despawns if the server is restarted<br>- Despawns if the chunk is unloaded<br>- Is killed by normal mythicmobs kill commands |
| CHUNK | | - Despawns if the server is restarted<br>- Despawns if the chunk is unloaded<br>- Is killed by normal mythicmobs kill commands |
| CHUNK | | - Despawns if the server is restarted<br>- Despawns if the chunk is unloaded<br>- Is killed by normal mythicmobs kill commands |
| NEVER | FALSE, NO | - Is killed by normal mythicmobs kill commands |
| NEVER | FALSE, NO | - Is killed by normal mythicmobs kill commands |
| PERSISTENT | | - Saves the mob in the world file once a chunk unloads.<br>- Persists across server reboots.<br>- Persistent mobs do not fire skills in unloaded chunks. |
| PERSISTENT | | - Saves the mob in the world file once a chunk unloads.<br>- Persists across server reboots.<br>- Persistent mobs do not fire skills in unloaded chunks. |
| NPC | | - Despawns if the server is restarted<br>- Despawns if the chunk is unloaded |
| NPC | | - Despawns if the server is restarted<br>- Despawns if the chunk is unloaded |
> For the PERSISTENT despawn mode: to remove a persistent mob, you have to either use the kill command (`/mm m kill <type>`) or append the `-p` flag to the killall one (`/mm m killall -p`). More information on the subject can be found [here](/Commands-and-Permissions#mob-commands).
> For the PERSISTENT despawn mode: to remove a persistent mob, you have to either use the kill command (`/mm m kill <type>`) or append the `-p` flag to the killall one (`/mm m killall -p`). More information on the subject can be found [here](/Commands-and-Permissions#mob-commands).
```yml
```yml
Options:
Options:
Despawn:true
Despawn:true
```
```
#### FollowRange
#### FollowRange
The range in blocks within which a mob will target to attack or track an entity.
The range in blocks within which a mob will target to attack or track an entity.
Defaults to vanilla follow range - `32`.
Defaults to vanilla follow range - `32`.
```yml
```yml
Options:
Options:
FollowRange:32
FollowRange:32
```
```
#### Glowing
#### Glowing
Sets whether the mob is permanently glowing. Defaults to `false`.
Sets whether the mob is permanently glowing. Defaults to `false`.
```yml
```yml
Options:
Options:
Glowing:false
Glowing:false
```
```
#### HealOnReload
#### HealOnReload
Allows non-despawning mobs to heal once the chunk they are in gets reloaded. Defaults to `false`.
Allows non-despawning mobs to heal once the chunk they are in gets reloaded. Defaults to `false`.
```yml
```yml
Options:
Options:
HealOnReload:false
HealOnReload:false
```
```
#### Hidden
#### Invincible
If true the mob will not show up in commands or menus, useful for template mobs. Defaults to `false`
Makes the mob completely invincible to all types of damage. This option cannot be changed by command skills.
```yml
Defaults to `false`.
Options:
```yml
Hidden:true
Options:
```
Invincible:false
```
#### Invincible
#### Interactable
Makes the mob completely invincible to all types of damage. This option cannot be changed by command skills.
Sets whether the mob can be interacted with. If the mob is an armor stand, it will deny any interaction with the equipments.
Defaults to `false`.
Defaults to `false`.
```yml
```yml
Options:
Options:
Invincible:false
Interactable:false
```
```
#### Interactable
#### LockPitch
Sets whether the mob can be interacted with. If the mob is an armor stand, it will deny any interaction with the equipments.
Keeps the mob's head from looking up/down.
Defaults to `false`.
Defaults to `false`.
```yml
```yml
Options:
Options:
Interactable:false
LockPitch:false
```
```
#### LockPitch
#### KnockbackResistance
Keeps the mob's head from looking up/down.
A percentage of knockback resisted from attacks. This option can be anywhere between `0` and `1`.
Defaults to `false`.
But a mob with 100% knockback resistance can still be knocked back by a bow's enchantment: `ARROW_KNOCKBACK` (punch enchantment).
```yml
For true knockback resistance, see the [velocity](/Skills/mechanics/velocity) mechanic page. Defaults to `0`.
Options:
```yml
LockPitch:false
Options:
```
KnockbackResistance:0.5
```
#### KnockbackResistance
A percentage of knockback resisted from attacks. This option can be anywhere between `0` and `1`.
#### MaxCombatDistance
But a mob with 100% knockback resistance can still be knocked back by a bow's enchantment: `ARROW_KNOCKBACK` (punch enchantment).
Prevents players that are a number of blocks away from damaging the mob.
For true knockback resistance, see the [velocity](/Skills/mechanics/velocity) mechanic page. Defaults to `0`.
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.
```yml
Defaults to `256`.
Options:
```yml
KnockbackResistance:0.5
Options:
```
MaxCombatDistance:256
```
#### MaxCombatDistance
Prevents players that are a number of blocks away from damaging the mob.
#### MovementSpeed
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.
The movement speed of the mob.
Defaults to `256`.
Most mobs has a default move speed of `0.2` and any value higher than `1` tends to make a mob difficult or impossible to fight.
```yml
```yml
Options:
Options:
MaxCombatDistance:256
MovementSpeed:0.2
```
```
#### MovementSpeed
#### NoAI
The movement speed of the mob.
Whether the mob should have AI. This option overrides any AI goals specified in [AIGoalSelectors](/Mobs/Mobs#aigoalselectors).
Most mobs has a default move speed of `0.2` and any value higher than `1` tends to make a mob difficult or impossible to fight.
As opposed to AIGoalSelectors, this will work on entities that have hardcoded AI. And if this is set to `true`, the mob will never cast any skills.
```yml
Defaults to `false`.
Options:
```yml
MovementSpeed:0.2
Options:
```
NoAI:false
```
#### NoAI
Whether the mob should have AI. This option overrides any AI goals specified in [AIGoalSelectors](/Mobs/Mobs#aigoalselectors).
#### NoDamageTicks
As opposed to AIGoalSelectors, this will work on entities that have hardcoded AI. And if this is set to `true`, the mob will never cast any skills.
Defines how long in ticks the mob is invulnerable after taking damage.
Defaults to `false`.
If [ImmunityTables](/Mobs/ImmunityTables) is enabled for the mob, then `NoDamageTicks` will be per player instead of global.
```yml
Defaults to `10`.
Options:
```yml
NoAI:false
Options:
```
NoDamageTicks:20
```
#### NoDamageTicks
Defines how long in ticks the mob is invulnerable after taking damage.
#### NoGravity
If [ImmunityTables](/Mobs/ImmunityTables) is enabled for the mob, then `NoDamageTicks` will be per player instead of global.
Whether the mob should not have gravity. If set to `true`, the mob **CANNOT** have the [velocity](/Skills/mechanics/velocity) mechanic used on it.
Defaults to `10`.
Defaults to `false`.
```yml
```yml
Options:
Options:
NoDamageTicks:20
NoGravity:false
```
```
#### NoGravity
#### PassthroughDamage
Whether the mob should not have gravity. If set to `true`, the mob **CANNOT** have the [velocity](/Skills/mechanics/velocity) mechanic used on it.
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`.
Defaults to `false`.
```yml
```yml
Options:
Options:
NoGravity:false
PassthroughDamage:false
```
```
#### PassthroughDamage
#### PreventItemPickup
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.
Prevent mobs from picking up items;
Defaults to `false`.
Defaults to `true`.
```yml
```yml
Options:
Options:
PassthroughDamage:false
PreventItemPickup:false
```
```
#### PreventItemPickup
#### PreventLeashing
Prevent mobs from picking up items;
Whether to prevent a leash from being placed on the mob.
Defaults to `true`.
Defaults to `true`.
```yml
```yml
Options:
Options:
PreventItemPickup:false
PreventLeashing:false
```
```
#### PreventLeashing
#### PreventMobKillDrops
Whether to prevent a leash from being placed on the mob.
Prevents a MythicMob's target from dropping loot.
Defaults to `true`.
Defaults to `false`.
```yml
```yml
Options:
Options:
PreventLeashing:false
PreventMobKillDrops:false
```
```
#### PreventMobKillDrops
#### PreventOtherDrops
Prevents a MythicMob's target from dropping loot.
Prevents the mob from dropping its vanilla loot table.
Defaults to `false`.
Defaults to `false`.
```yml
```yml
Options:
Options:
PreventMobKillDrops:false
PreventOtherDrops:false
```
```
#### PreventOtherDrops
#### PreventRandomEquipment
Prevents the mob from dropping its vanilla loot table.
Prevents the mob from spawning with random equipment.
Defaults to `false`.
Defaults to `false`.
```yml
```yml
Options:
Options:
PreventOtherDrops:false
PreventRandomEquipment:false
```
```
#### PreventRandomEquipment
#### PreventRenaming
Prevents the mob from spawning with random equipment.
Prevents the mob from being renamed using a nametag.
Defaults to `false`.
Defaults to `true`.
```yml
```yml
Options:
Options:
PreventRandomEquipment:false
PreventRenaming:false
```
```
#### PreventRenaming
#### PreventSunburn
Prevents the mob from being renamed using a nametag.
Prevents the mob from burning in the sun.
Defaults to `true`.
Defaults to `false`.
```yml
```yml
Options:
Options:
PreventRenaming:false
PreventSunburn:true
```
```
#### PreventSunburn
#### PreventTransformation
Prevents the mob from burning in the sun.
Sets whether the mob should be prevented from being turned into other entities.
Defaults to `false`.
Defaults to `true`.
```yml
```yaml
Options:
Options:
PreventSunburn:true
PreventTransformation:false
```
```
#### PreventTransformation
#### PreventVanillaDamage
Sets whether the mob should be prevented from being turned into other entities.
Cancels every instance of the mob dealing "regular" vanilla damage, canceling it.
Defaults to `true`.
Skills that triggers onAttack will still be executed.
```yaml
Defaults to `false`.
Options:
```yml
PreventTransformation:false
Options:
```
PreventVanillaDamage:true
```
#### PreventVanillaDamage
Cancels every instance of the mob dealing "regular" vanilla damage, canceling it.
#### RepeatAllSkills
Skills that triggers onAttack will still be executed.
Whether to repeat HP based skills if a mob heals back above the health threshold.
Defaults to `false`.
Defaults to `false`.
```yml
```yml
Options:
Options:
PreventVanillaDamage:true
RepeatAllSkills:false
```
```
#### RepeatAllSkills
#### ReviveHealth
Whether to repeat HP based skills if a mob heals back above the health threshold.
When the mob's death event gets cancelled (via a [Cancelevent](/skills/mechanics/cancelevent) mechanic [~onDeath](/Skills/Triggers/onDeath)) the one specified is the amount of health the mob's will be set to. If the value is `-1`, the mob will heal to its own max health value.
Defaults to `false`.
```yaml
```yml
#This mob will always return to 50 health every time the death event is cancelled
Options:
ExampleMob:
RepeatAllSkills:false
Type:COW
```
Health:100
Options:
#### ReviveHealth
ReviveHealth:50
When the mob's death event gets cancelled (via a [Cancelevent](/skills/mechanics/cancelevent) mechanic [~onDeath](/Skills/Triggers/onDeath)) the one specified is the amount of health the mob's will be set to. If the value is `-1`, the mob will heal to its own max health value.
Skills:
```yaml
-cancelevent{sync=true} @self ~onDeath
#This mob will always return to 50 health every time the death event is cancelled
```
ExampleMob:
```yaml
Type:COW
#This mob will always return to its maximum health (100) every time the death event is cancelled
Health:100
ExampleMob:
Options:
Type:COW
ReviveHealth:50
Health:100
Skills:
Options:
-cancelevent{sync=true} @self ~onDeath
ReviveHealth:-1
```
Skills:
```yaml
-cancelevent{sync=true} @self ~onDeath
#This mob will always return to its maximum health (100) every time the death event is cancelled
```
ExampleMob:
Type:COW
#### Scale
Health:100
The scale of the mob.
Options:
If set to -1, the option is ignored.
ReviveHealth:-1
Defaults to `-1`.
Skills:
```yaml
-cancelevent{sync=true} @self ~onDeath
Options:
```
Scale:2
```
#### Scale
The scale of the mob.
#### ShowHealth
If set to -1, the option is ignored.
Displays the health of the mob through messages broadcast within a radius and formatting by `Mobs.ShowHealth.Radius` and `Mobs.ShowHealth.Formatting`, respectively, in `/plugins/MythicMobs/config.yml`
Defaults to `-1`.
Defaults to `false`.
```yaml
```yml
Options:
Options:
Scale:2
ShowHealth:false
```
```
#### ShowHealth
#### Silent
Displays the health of the mob through messages broadcast within a radius and formatting by `Mobs.ShowHealth.Radius` and `Mobs.ShowHealth.Formatting`, respectively, in `/plugins/MythicMobs/config.yml`
Whether a mob should use vanilla sound effects.
Defaults to `false`.
Defaults to `false`.
```yml
```yml
Options:
Options:
ShowHealth:false
Silent:false
```
```
#### Silent
#### UseThreatTable
Whether a mob should use vanilla sound effects.
Whether the mob should have [Threat Tables](https://git.mythiccraft.io/mythiccraft/MythicMobs/-/wikis/Mobs/ThreatTables) enabled
Defaults to `false`.
```yaml
```yml
Options:
Options:
UseThreatTable:true
Silent:false
```
```
#### RandomizeProperties
#### UseThreatTable
RandomizeProperties is the vanilla feature in charge of giving variations to mobs when they spawn, such as equipment, zombie leader status, animal variations, zombie/spider jockey, mob size, chance of spawning as baby, etc
Whether the mob should have [Threat Tables](https://git.mythiccraft.io/mythiccraft/MythicMobs/-/wikis/Mobs/ThreatTables) enabled
This is ideal if you are heavily overriding entity behaviors and don't want the natural randomization
```yaml
Defaults to `true`
Options:
```yaml
UseThreatTable:true
Options:
```
RandomizeProperties:false
```
#### RandomizeProperties
RandomizeProperties is the vanilla feature in charge of giving variations to mobs when they spawn, such as equipment, zombie leader status, animal variations, zombie/spider jockey, mob size, chance of spawning as baby, etc
This is ideal if you are heavily overriding entity behaviors and don't want the natural randomization
# Group specific options
Defaults to `true`
```yaml
## Boat & BoatChest
Options:
RandomizeProperties:false
#### Type
```
The [type of the boat entity](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Boat.Type.html).
Aliases: `BoatType`.
Defaults to `OAK`
# Group specific options
```yaml
Options:
## Boat & BoatChest
BoatType:MANGROVE
```
#### Type
The [type of the boat entity](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Boat.Type.html).
## Breedable mobs
Aliases: `BoatType`.
Defaults to `OAK`
#### Age
```yaml
The age of the mob. Use `-1` for Baby and `1` for Adults.
Options:
Usable on any mob that can age. For example: Sheep, Pigs, Cows...
BoatType:MANGROVE
When above 0, represents the number of ticks before this mob can breed again.
```
Equivalent to the `Age` NBT.
Use very low negative numbers to mess with the mobs model (not supported).
## Breedable mobs
May not be working properly under some situations.
Defaults to `1`.
#### Age
```yml
The age of the mob. Use `-1` for Baby and `1` for Adults.
Options:
Usable on any mob that can age. For example: Sheep, Pigs, Cows...
Age:-1
When above 0, represents the number of ticks before this mob can breed again.
```
Equivalent to the `Age` NBT.
Use very low negative numbers to mess with the mobs model (not supported).
#### AgeLock
May not be working properly under some situations.
Whether the mobs age should be locked in place.
Defaults to `1`.
Useful for keeping a baby mob from growing up over time.
```yml
This is required if you want Age option to work over time.
Options:
Defaults to `false`.
Age:-1
```yml
```
Options:
AgeLock:true
#### AgeLock
```
Whether the mobs age should be locked in place.
Useful for keeping a baby mob from growing up over time.
#### Adult
This is required if you want Age option to work over time.
Sets adult status of mob.
Defaults to `false`.
Use if `Age` does not work.
```yml
```yml
Options:
Options:
AgeLock:true
Adult:true
```
```
#### Adult
#### Baby
Sets adult status of mob.
Sets baby/adult status of mob.
Use if `Age` does not work.
Use if `Age` does not work.
```yml
```yml
Options:
Options:
Adult:true
Baby:true
```
```
#### Baby
## Colorable Mobs
Sets baby/adult status of mob.
Use if `Age` does not work.
Used for Horses, Llamas, TraderLlamas, Parrots, Sheeps, Shulkers, TropicalFishes and Wolves
```yml
### Color
Options:
Sets the color of the mob (wool color of sheep or the collar color of wolves)
Baby:true
The value can be any of this [Colors](https://hub.spigotmc.org/javadocs/spigot/org/bukkit/DyeColor.html)
```
Defaults to `WHITE`.
```yml
## Colorable Mobs
Options:
Color:RED
Used for Horses, Llamas, TraderLlamas, Parrots, Sheeps, Shulkers, TropicalFishes and Wolves
```
### Color
Sets the color of the mob (wool color of sheep or the collar color of wolves)
The value can be any of this [Colors](https://hub.spigotmc.org/javadocs/spigot/org/bukkit/DyeColor.html)
## Neutral Entities
Defaults to `WHITE`.
```yml
Used for wolves and zombie pigmen, for instance.
Options:
Color:RED
#### Angry
```
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.
## Neutral Entities
Defaults to `false`.
```yaml
Used for wolves and zombie pigmen, for instance.
Options:
Angry:true
#### Angry
```
Whether the mob will spawn angry or not.
> Note: Due to a Bukkit/Spigot bug wolves can not be spawned angry with this option.
## Slimes & Magma Cubes
> Use AIGoalSelectors and AITargetSelectors if you want to spawn angry wolves.
Defaults to `false`.
#### PreventSlimeSplit
```yaml
Prevents slimes and magmacubes from splitting.
Options:
Default to `false`.
Angry:true
```yaml
```
Options:
PreventSlimeSplit:true
## Slimes & Magma Cubes
```
#### PreventSlimeSplit
## Entities with variable size
Prevents slimes and magmacubes from splitting.
Default to `false`.
#### Size
```yaml
Sets the size of slimes, magma cubes, and phantoms.
Options:
Can get VERY big and get exponentially larger with each increase.
PreventSlimeSplit:true
Extremely high size will cause server lag and possibly crashes.
```
Default to `1to8` (Phantoms is `1`)
```yaml
## Entities with variable size
Options:
Size:10
#### Size
```
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.
## Raiders
Default to `1to8` (Phantoms is `1`)
```yaml
#### CanJoinRaid
Options:
Whether the entity can join a raid.
Size:10
Defaults to `true`.
```
```yaml
Options:
CanJoinRaid:false
## Raiders
```
#### CanJoinRaid
#### PatrolLeader
Whether the entity can join a raid.
Whether the entity is the leader of a patrol.
Defaults to `true`.
Defaults to `false`.
```yaml
```yaml
Options:
Options:
CanJoinRaid:false
PatrolLeader:true
```
```
#### PatrolLeader
#### PatrolSpawnPoint
Whether the entity is the leader of a patrol.
Defaults to `false`.
Defaults to `false`.
```yaml
```yaml
Options:
Options:
PatrolSpawnPoint:true
PatrolLeader:true
```
```
#### PatrolSpawnPoint
## Tameable Mobs
Defaults to `false`.
```yaml
#### Tameable
Options:
Whether players are able to tame the mob. Used for wolves, cats and horses.
PatrolSpawnPoint:true
Defaults to `false`.
```
```yaml
Options:
Tameable:true
## Tameable Mobs
```
#### Tameable
Whether players are able to tame the mob. Used for wolves, cats and horses.
## Zombies (all variants)
Defaults to `false`.
```yaml
#### PreventJockeyMounts
Options:
Sets whether the zombie will be prevented from spawning as a jockey.
Tameable:true
Only works for Zombies.
```
Defaults to `false`.
```yaml
Options:
## Zombies (all variants)
PreventJockeyMounts:true
```
#### PreventJockeyMounts
Sets whether the zombie will be prevented from spawning as a jockey.
#### PreventConversion
Only works for Zombies.
Prevents the Zombie from being converted into other types of zombies.
Defaults to `false`.
Defaults to `false`.
```yaml
```yaml
Options:
Options:
PreventJockeyMounts:true
PreventConversion:true
```
```
#### PreventConversion
Prevents the Zombie from being converted into other types of zombies.
#### ReinforcementsChance
Defaults to `false`.
Chance for zombies to spawn reinforcements on taking damage.
```yaml
Should be a number between 0 and 1 (0% and 100% chance).
Options:
Only works for Zombies.
PreventConversion:true
Defaults to `0`.
```
```yaml
Options:
ReinforcementsChance:0.38
#### ReinforcementsChance
```
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`.
# Mob specific options
```yaml
Options:
These are specific mob options and will have no effect when used on a
ReinforcementsChance:0.38
different mob type.
```
## Armor Stand
#### CanMove
# Mob specific options
Sets whether an armor stand can move. Defaults to `true` and requires PaperSpigot
```yml
These are specific mob options and will have no effect when used on a
Dummy:
different mob type.
Type:ARMOR_STAND
Options:
## Armor Stand
CanMove:true
```
#### CanMove
Sets whether an armor stand can move. Defaults to `true` and requires PaperSpigot
#### CanTick
```yml
Sets whether an armor stand can tick. Defaults to `true` and requires PaperSpigot
Dummy:
```yml
Type:ARMOR_STAND
Dummy:
Options:
Type:ARMOR_STAND
CanMove:true
Options:
```
CanTick:true
```
#### CanTick
Sets whether an armor stand can tick. Defaults to `true` and requires PaperSpigot
#### HasArms
```yml
Sets whether an armor stand has arms. Defaults to `false`.
Dummy:
```yml
Type:ARMOR_STAND
Dummy:
Options:
Type:ARMOR_STAND
CanTick:true
Options:
```
HasArms:true
```
#### HasArms
Sets whether an armor stand has arms. Defaults to `false`.
#### HasBasePlate
```yml
Sets whether an armor stand has a baseplate. Defaults to `true`
Dummy:
```yml
Type:ARMOR_STAND
Dummy:
Options:
Type:ARMOR_STAND
HasArms:true
Options:
```
HasBasePlate:false
```
#### HasBasePlate
Sets whether an armor stand has a baseplate. Defaults to `true`
#### HasGravity
```yml
Sets whether the armor stand is affected by gravity. Defaults to `true`.
Dummy:
```yml
Type:ARMOR_STAND
Dummy:
Options:
Type:ARMOR_STAND
HasBasePlate:false
Options:
```
HasGravity:true
```
#### HasGravity
Sets whether the armor stand is affected by gravity. Defaults to `true`.
#### Invisible
```yml
Sets whether the armor stand is invisible. Defaults to `false`.
Dummy:
```yml
Type:ARMOR_STAND
Dummy:
Options:
Type:ARMOR_STAND
HasGravity:true
Options:
```
Invisible:true
```
#### Invisible
Sets whether the armor stand is invisible. Defaults to `false`.
#### ItemBody
```yml
Designates the [Mythic Item](/Items/Items) that should go in the body/chest slot of an armor stand.
Dummy:
```yml
Type:ARMOR_STAND
Dummy:
Options:
Type:ARMOR_STAND
Invisible:true
Options:
```
ItemBody:AN_EXAMPLE_CHESTPLATE
```
#### ItemBody
Designates the [Mythic Item](/Items/Items) that should go in the body/chest slot of an armor stand.
#### ItemFeet
```yml
Designates the [Mythic Item](/Items/Items) that should go in the feet slot of an armor stand.
Dummy:
```yml
Type:ARMOR_STAND
Dummy:
Options:
Type:ARMOR_STAND
ItemBody:AN_EXAMPLE_CHESTPLATE
Options:
```
ItemFeet:AN_EXAMPLE_BOOTS
```
#### ItemFeet
Designates the [Mythic Item](/Items/Items) that should go in the feet slot of an armor stand.
#### ItemHand
```yml
Designates the [Mythic Item](/Items/Items) that should go in the main hand slot of an armor stand.
Dummy:
```yml
Type:ARMOR_STAND
Dummy:
Options:
Type:ARMOR_STAND
ItemFeet:AN_EXAMPLE_BOOTS
Options:
```
ItemHand:AN_EXAMPLE_SWORD
```
#### ItemHand
Designates the [Mythic Item](/Items/Items) that should go in the main hand slot of an armor stand.
#### ItemOffhand
```yml
Designates the [Mythic Item](/Items/Items) that should go in the off hand slot of an armor stand.
Dummy:
```yml
Type:ARMOR_STAND
Dummy:
Options:
Type:ARMOR_STAND
ItemHand:AN_EXAMPLE_SWORD
Options:
```
ItemOffhand:AN_EXAMPLE_STICK
```
#### ItemOffhand
Designates the [Mythic Item](/Items/Items) that should go in the off hand slot of an armor stand.
#### ItemHead
```yml
Designates the [Mythic Item](/Items/Items) that should go in the helmet slot of an armor stand.
Dummy:
```yml
Type:ARMOR_STAND
Dummy:
Options:
Type:ARMOR_STAND
ItemOffhand:AN_EXAMPLE_STICK
Options:
```
ItemHead:AN_EXAMPLE_HELMET
```
#### ItemHead
Designates the [Mythic Item](/Items/Items) that should go in the helmet slot of an armor stand.
#### ItemLegs
```yml
Designates the [Mythic Item](/Items/Items) that should go in the leggings slot of an armor stand.
Dummy:
```yml
Type:ARMOR_STAND
Dummy:
Options:
Type:ARMOR_STAND
ItemHead:AN_EXAMPLE_HELMET
Options:
```
ItemLegs:AN_EXAMPLE_PANTS
```
#### ItemLegs
Designates the [Mythic Item](/Items/Items) that should go in the leggings slot of an armor stand.
#### Marker
```yml
Sets the armor stand as a marker. This option prevents the armor stand from being destroyed in game,
Dummy:
making it completely non-interactable. Defaults to `false`.
Type:ARMOR_STAND
```yml
Options:
Dummy:
ItemLegs:AN_EXAMPLE_PANTS
Type:ARMOR_STAND
```
Options:
Marker:false
#### Marker
```
Sets the armor stand as a marker. This option prevents the armor stand from being destroyed in game,
making it completely non-interactable. Defaults to `false`.
#### Small
```yml
Sets the armor stand to small variant. Defaults to `false`.
Dummy:
```yml
Type:ARMOR_STAND
Dummy:
Options:
Type:ARMOR_STAND
Marker:false
Options:
```
Small:true
```
#### Small
Sets the armor stand to small variant. Defaults to `false`.
#### Pose
```yml
Sets the body part's current pose.
Dummy:
Default values are `0,0,0` and accepts ranges like `#to#`.
Type:ARMOR_STAND
These will go under the `Pose` section instead of the `Options` section.
Options:
###### Head
Small:true
```yml
```
Mob:
Type:armor_stand
#### Pose
Pose:
Sets the body part's current pose.
Head:0,50,0
Default values are `0,0,0` and accepts ranges like `#to#`.
```
These will go under the `Pose` section instead of the `Options` section.
###### Body
###### Head
```yml
```yml
Mob:
Mob:
Type:armor_stand
Type:armor_stand
Pose:
Pose:
Body:0,10,10
Head:0,50,0
```
```
###### LeftArm
###### Body
```yml
```yml
Mob:
Mob:
Type:armor_stand
Type:armor_stand
Pose:
Pose:
LeftArm:0to360,0,0
Body:0,10,10
```
```
###### RightArm
###### LeftArm
```yml
```yml
Mob:
Mob:
Type:armor_stand
Type:armor_stand
Pose:
Pose:
RightArm:0to90,0,0
LeftArm:0to360,0,0
```
```
###### LeftLeg
###### RightArm
```yml
```yml
Mob:
Mob:
Type:armor_stand
Type:armor_stand
Pose:
Pose:
LegLeg:0,0to80,0
RightArm:0to90,0,0
```
```
###### RightLeg
###### LeftLeg
```yml
```yml
Mob:
Mob:
Type:armor_stand
Type:armor_stand
Pose:
Pose:
RightLeg:20,25,0
LegLeg:0,0to80,0
```
```
###### RightLeg
```yml
## Bee
Mob:
Type:armor_stand
#### Anger
Pose:
Sets the time in ticks until bee anger ends.
RightLeg:20,25,0
If set to 0 the bee will not be angry.
```
Defaults to `0`.
```yaml
Options:
## Bee
Anger:200
```
#### Anger
Sets the time in ticks until bee anger ends.
#### HasNectar
If set to 0 the bee will not be angry.
Whether the bee is carrying pollen.
Defaults to `0`.
Defaults to `false`.
```yaml
```yaml
Options:
Options:
Anger:200
HasNectar:true
```
```
#### HasNectar
Whether the bee is carrying pollen.
#### HasStung
Defaults to `false`.
Whether the bee has stung an entity.
```yaml
Defaults to `false`.
Options:
```yaml
HasNectar:true
Options:
```
HasStung:true
```
#### HasStung
Whether the bee has stung an entity.
#### PreventStingerLoss
Defaults to `false`.
Whether to prevent the bee from losing its stinger once it hits an entity.
```yaml
Defaults to `false`.
Options:
```yaml
HasStung:true
Options:
```
PreventStingerLoss:true
```
#### PreventStingerLoss
Whether to prevent the bee from losing its stinger once it hits an entity.
## Camel
Defaults to `false`.
```yaml
#### Saddled
Options:
Whether the entity is saddled or not.
PreventStingerLoss:true
Defaults to `false`.
```
```yaml
Options:
Saddled:true
## Camel
```
#### Saddled
#### Tamed
Whether the entity is saddled or not.
Whether the entity is tamed or not.
Defaults to `false`.
Defaults to `false`.
```yaml
```yaml
Options:
Options:
Saddled:true
Tamed:true
```
```
#### Tamed
Whether the entity is tamed or not.
## Cat
Defaults to `false`.
```yaml
#### CatType
Options:
Sets the type of cat.
Tamed:true
Types can be ALL_BLACK, BLACK, BRITISH_SHORTHAIR, CALICO, PERSIAN, JELLIE, RAGDOLL, RED, SIAMESE, TABBY or WHITE.
```
```yaml
Options:
CatType:BLACK
## Cat
```
#### CatType
#### CollarColor
Sets the type of cat.
Sets the color of the cat's collar.
Types can be ALL_BLACK, BLACK, BRITISH_SHORTHAIR, CALICO, PERSIAN, JELLIE, RAGDOLL, RED, SIAMESE, TABBY or WHITE.
Available colors are: BLACK, BLUE, BROWN, CYAN, GRAY, GREEN, LIGHT_BLUE, LIGHT_GRAY, LIME, MAGENTA, ORANGE, PINK, PURPLE, RED, WHITE, or YELLOW.
```yaml
```yaml
Options:
Options:
CatType:BLACK
CollarColor:GREEN
```
```
#### CollarColor
#### Tamed
Sets the color of the cat's collar.
Whether the entity is tamed or not.
Available colors are: BLACK, BLUE, BROWN, CYAN, GRAY, GREEN, LIGHT_BLUE, LIGHT_GRAY, LIME, MAGENTA, ORANGE, PINK, PURPLE, RED, WHITE, or YELLOW.
Defaults to `false`.
```yaml
```yaml
Options:
Options:
CollarColor:GREEN
Tamed:true
```
```
#### Tamed
Whether the entity is tamed or not.
## Cow
Defaults to `false`.
```yaml
#### Variant
Options:
The variant to use for the cow entity. Accepts a namespace, if there is a datapack adding more variants. Read more on the subject on the Minecraft Wiki [here](https://minecraft.wiki/w/Cow#Variants) and [here](https://minecraft.wiki/w/Mob_variant_definitions#Cow)
Tamed:true
```yaml
```
Options:
Variant:WARM
```
## Cow
## Chicken
#### Variant
The variant to use for the cow entity. Accepts a namespace, if there is a datapack adding more variants. Read more on the subject on the Minecraft Wiki [here](https://minecraft.wiki/w/Cow#Variants) and [here](https://minecraft.wiki/w/Mob_variant_definitions#Cow)
#### Jockey
```yaml
Whether or not the chicken has the `IsChickenJockey` NBT set to 1.
Options:
If true, the chicken can naturally despawn, drops 10 experience upon death instead of 1-3 and cannot lay eggs.
Variant:WARM
Defaults to `false`.
```
```yaml
Options:
## Chicken
Jockey:true
```
#### Jockey
Whether or not the chicken has the `IsChickenJockey` NBT set to 1.
#### Variant
If true, the chicken can naturally despawn, drops 10 experience upon death instead of 1-3 and cannot lay eggs.
The variant to use for the chicken entity. Accepts a namespace, if there is a datapack adding more variants. Read more on the subject on the Minecraft Wiki [here](https://minecraft.wiki/w/Chicken#Variants) and [here](https://minecraft.wiki/w/Mob_variant_definitions#Chicken)
Defaults to `false`.
```yaml
```yaml
Options:
Options:
Variant:WARM
Jockey:true
```
```
#### Variant
## Creepers
The variant to use for the chicken entity. Accepts a namespace, if there is a datapack adding more variants. Read more on the subject on the Minecraft Wiki [here](https://minecraft.wiki/w/Chicken#Variants) and [here](https://minecraft.wiki/w/Mob_variant_definitions#Chicken)
```yaml
#### ExplosionRadius
Options:
Sets the radius/power of the creepers explosion.
Variant:WARM
Negative values are ignored, and the explosion radius remains the creeper's default one.
```
Defaults to `-1`.
```yaml
Options:
## Creepers
ExplosionRadius:5
```
#### ExplosionRadius
Sets the radius/power of the creepers explosion.
#### FuseTicks
Negative values are ignored, and the explosion radius remains the creeper's default one.
Sets the number of ticks it takes for creepers to explode.
Defaults to `-1`.
Negative values are ignored, and the time it takes remains the creeper's default one.
```yaml
Defaults to `-1`.
Options:
```yaml
ExplosionRadius:5
Options:
```
FuseTicks:60
```
#### FuseTicks
Sets the number of ticks it takes for creepers to explode.
#### SuperCharged
Negative values are ignored, and the time it takes remains the creeper's default one.
Whether the creeper should spawn as a super charged creeper.
Defaults to `-1`.
Defaults to `false`.
```yaml
```yaml
Options:
Options:
FuseTicks:60
SuperCharged:true
```
```
#### SuperCharged
#### PreventSuicide
Whether the creeper should spawn as a super charged creeper.
Prevents creepers from dying upon exploding. Set `mobGriefing` gamerule to true for this option to work.
Defaults to `false`.
Defaults to `false`.
```yaml
```yaml
Options:
Options:
SuperCharged:true
PreventSuicide:true
```
```
#### PreventSuicide
Prevents creepers from dying upon exploding. Set `mobGriefing` gamerule to true for this option to work.
## Copper_Golem
Defaults to `false`.
```yaml
#### WeatheringState
Options:
The weathering state of the golem. Can be any of [these values](https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/CopperGolem.CopperWeatherState.html)
PreventSuicide:true
```yaml
```
Options:
WeatheringState:OXIDIZED
```
## Copper_Golem
#### Waxed
#### WeatheringState
Whether the copper golem is waxed.
The weathering state of the golem. Can be any of [these values](https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/CopperGolem.CopperWeatherState.html)
Defaults to `true`.
```yaml
```yaml
Options:
Options:
WeatheringState:OXIDIZED
Waxed:false
```
```
#### Waxed
Whether the copper golem is waxed.
## Enderman
Defaults to `true`.
```yaml
#### PreventTeleport
Options:
Meant for Endermen but //might// work on other mobs. May break teleport skills!
Waxed:false
Defaults to `false`.
```
```yaml
Options:
PreventTeleport:true
## Enderman
```
#### PreventTeleport
Meant for Endermen but //might// work on other mobs. May break teleport skills!
#### HeldBlock
Defaults to `false`.
Sets the block that the Enderman is carrying.
```yaml
Defaults to `AIR`.
Options:
```yaml
PreventTeleport:true
Options:
```
HeldBlock:STONE
```
#### HeldBlock
Sets the block that the Enderman is carrying.
## Experience_orb
Defaults to `AIR`.
```yaml
#### Experience
Options:
Sets the amount of experience give by the experience orb mob.
HeldBlock:STONE
Defaults to `1`.
```
```yaml
Options:
Experience:10
## Experience_orb
```
#### Experience
Sets the amount of experience give by the experience orb mob.
## Falling Blocks
Defaults to `1`.
```yaml
#### Block
Options:
Determines the [type of the block](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html).
Experience:10
Defaults to `STONE`.
```
```yaml
Options:
Block:BIRCH_WOOD
## Falling Blocks
```
#### Block
#### BlockData
Determines the [type of the block](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html).
Additional field for inputting blockdata.
Defaults to `STONE`.
Defaults to `0`.
```yaml
Options:
#### DropsItem
Block:BIRCH_WOOD
Should the entity be able to drops the falling block's item.
```
Defaults to `true`.
```yaml
#### BlockData
Options:
Additional field for inputting blockdata.
DropsItem:false
Defaults to `0`.
```
#### DropsItem
#### HurtsEntities
Should the entity be able to drops the falling block's item.
Damages entities on impact.
Defaults to `true`.
Defaults to `true`.
```yaml
```yaml
Options:
Options:
DropsItem:false
HurtsEntities:false
```
```
#### HurtsEntities
#### ReplaceSpawnLocationBlock
Damages entities on impact.
If the entity should replace the block at its spawn location.
Defaults to `true`.
Defaults to `false`.
```yaml
```yaml
Options:
Options:
HurtsEntities:false
ReplaceSpawnLocationBlock:true
```
```
#### ReplaceSpawnLocationBlock
#### UseSpawnLocationType
If the entity should replace the block at its spawn location.
If the type of the falling block should be the one at the spawn location.
Defaults to `false`.
Defaults to `false`.
```yaml
```yaml
Options:
Options:
ReplaceSpawnLocationBlock:true
UseSpawnLocationType:true
```
```
#### UseSpawnLocationType
If the type of the falling block should be the one at the spawn location.
## Fox
Defaults to `false`.
```yaml
#### FoxType
Options:
Determines the type of the fox.
UseSpawnLocationType:true
Can be `RED` or `SNOW`.
```
Defaults to `RED`.
```yaml
Options:
## Fox
FoxType:SNOW
```
#### FoxType
Determines the type of the fox.
Can be `RED` or `SNOW`.
## Frog
Defaults to `RED`.
```yaml
#### Type
Options:
Determines the type of the Frog.
FoxType:SNOW
Alias is `Variant`.
```
Can be `WARM`, `COLD` or `TEMPERATE`.
Defaults to `WARM`.
```yaml
## Frog
Options:
Type:COLD
#### Type
```
Determines the type of the Frog.
Alias is `Variant`.
Can be `WARM`, `COLD` or `TEMPERATE`.
## Goat
Defaults to `WARM`.
```yaml
#### Screaming
Options:
Sets if this is a screaming goat. A screaming goat makes screaming sounds and rams more often.
Type:COLD
Defaults to `false`.
```
```yaml
Options:
Screaming:true
## Goat
```
#### Screaming
Sets if this is a screaming goat. A screaming goat makes screaming sounds and rams more often.
## Hoglin
Defaults to `false`.
```yaml
#### ImmuneToZombification
Options:
Whether or not the hoglin is immune to being zombified.
Screaming:true
Defaults to `false`.
```
```yaml
Options:
ImmuneToZombification:true
## Hoglin
```
#### ImmuneToZombification
#### Huntable
Whether or not the hoglin is immune to being zombified.
Whether the hoglin is able to be hunted by piglins.
Defaults to `false`.
Defaults to `true`.
```yaml
```yaml
Options:
Options:
ImmuneToZombification:true
Huntable:true
```
```
#### Huntable
Whether the hoglin is able to be hunted by piglins.
## Horses, Donkeys, and Mules
Defaults to `true`.
```yaml
#### HorseArmor
Options:
Used for horses to set the type of armor they have on.
Huntable:true
Can be `iron`, `gold`, or `diamond`
```
[armor_type] must be in lower case
```yaml
Options:
## Horses, Donkeys, and Mules
HorseArmor:gold
```
#### HorseArmor
Used for horses to set the type of armor they have on.
#### CarryingChest
Can be `iron`, `gold`, or `diamond`
Used for donkeys to set whether they are carrying a chest or not.
[armor_type] must be in lower case
Defaults to `false`.
```yaml
```yaml
Options:
Options:
HorseArmor:gold
CarryingChest:true
```
```
#### CarryingChest
Used for donkeys to set whether they are carrying a chest or not.
#### HorseColor
Defaults to `false`.
Sets color of the horse.
```yaml
Colors must be uppercase,can be any of the [Spigot Horse colors](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Horse.Color.html).
Options:
```yaml
CarryingChest:true
Options:
```
HorseColor:CREAMY
```
#### HorseColor
Sets color of the horse.
#### Saddled
Colors must be uppercase,can be any of the [Spigot Horse colors](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Horse.Color.html).
Used for horses to set whether they are saddled or not.
```yaml
Defaults to `true` if [HorseArmor](#horsearmor) is set, or `false` otherwise
Options:
```yaml
HorseColor:CREAMY
Options:
```
Saddled:true
```
#### Saddled
#### HorseStyle
Used for horses to set whether they are saddled or not.
Sets the style of the horse.
Defaults to `true` if [HorseArmor](#horsearmor) is set, or `false` otherwise
Styles can be any of the [Spigot Horse Style](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Horse.Style.html)
```yaml
```yaml
Options:
Options:
Saddled:true
HorseStyle:WHITE_DOTS
```
```
#### HorseStyle
Sets the style of the horse.
#### Tamed
Styles can be any of the [Spigot Horse Style](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Horse.Style.html)
Used for horses to set whether they are tamed or not.
```yaml
Defaults to `false`.
Options:
```yaml
HorseStyle:WHITE_DOTS
Options:
```
Tamed:true
```
#### Tamed
#### HorseType
Used for horses to set whether they are tamed or not.
Defines the type of horse
Defaults to `false`.
Can be any of the [Spigot Horse variants](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Horse.Variant.html)
```yaml
Defaults to `HORSE`
Options:
**Removed in MC 1.11+, use[Type](/Mobs/Mobs#type) instead.**
Tamed:true
```
## Interaction
#### HorseType
#### Height
Defines the type of horse
The Height of the Interaction entity.
Can be any of the [Spigot Horse variants](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Horse.Variant.html)
Defaults to `1`.
Defaults to `HORSE`
```yaml
**Removed in MC 1.11+, use[Type](/Mobs/Mobs#type) instead.**
Options:
Height:2
```
## Interaction
#### Height
#### Width
The Height of the Interaction entity.
The Width of the Interaction entity.
Defaults to `1`.
Defaults to the value of the `Height` option.
```yaml
```yaml
Options:
Options:
Height:2
Width:3
```
```
#### Width
#### Responsive
The Width of the Interaction entity.
If the Interaction entity is responsive.
Defaults to the value of the `Height` option.
Defaults to `true`.
```yaml
```yaml
Options:
Options:
Width:3
Responsive:false
```
```
#### Responsive
If the Interaction entity is responsive.
## IronGolem
Defaults to `true`.
#### PlayerCreated
```yaml
Acts as if the player built the mob.
Options:
Defaults to `false`.
Responsive:false
```yaml
```
Options:
PlayerCreated:true
```
## IronGolem
#### PlayerCreated
Acts as if the player built the mob.
## Item
Defaults to `false`.
```yaml
#### Item
Options:
The material of the item entity.
PlayerCreated:true
Defaults to `STONE`.
```
```yaml
Options:
Item:BRICK
## Item
```
#### Item
#### Amount
The material of the item entity.
The amount of items in the itemstack.
Defaults to `STONE`.
Defaults to `1`.
```yaml
```yaml
Options:
Options:
Item:BRICK
Amount:10
```
```
#### Amount
#### CanPickup
The amount of items in the itemstack.
If the itemstack can be picked up.
Defaults to `1`.
Defaults to `true`.
```yaml
```yaml
Options:
Options:
Amount:10
CanPickup:false
```
```
#### CanPickup
If the itemstack can be picked up.
## Llama
Defaults to `true`.
```yaml
#### CarryingChest
Options:
Set whether the entity is carrying a chest or not.
CanPickup:false
Defaults to `false`.
```
```yaml
Options:
CarryingChest:true
## Llama
```
#### CarryingChest
#### Tamed
Set whether the entity is carrying a chest or not.
Set whether the entity is tamed or not.
Defaults to `false`.
Defaults to `false`.
```yaml
```yaml
Options:
Options:
CarryingChest:true
Tamed:true
```
```
#### Tamed
#### Color
Set whether the entity is tamed or not.
Sets color of the llama.
Defaults to `false`.
Colors must be uppercase,can be any of the [Spigot Llama colors](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Llama.Color.html).
```yaml
```yaml
Options:
Options:
Tamed:true
Color:CREAMY
```
```
#### Color
## MinecartChest
Sets color of the llama.
Colors must be uppercase,can be any of the [Spigot Llama colors](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Llama.Color.html).
#### ChestContents
```yaml
The [droptable] that will be put inside the chest.
Options:
```yaml
Color:CREAMY
Options:
```
ChestContents:example_droptable
```
## MinecartChest
#### ChestContents
## Panda
The [droptable] that will be put inside the chest.
```yaml
#### MainGene
Options:
Sets the main [gene](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Panda.Gene.html) that the panda can pass on to its offspring.
ChestContents:example_droptable
Can be NORMAL, AGGRESSIVE, LAZY, WORRIED, PLAYFUL, WEAK, BROWN.
```
Defaults to `NORMAL`.
```yaml
Options:
## Panda
MainGene:LAZY
```
#### MainGene
Sets the main [gene](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Panda.Gene.html) that the panda can pass on to its offspring.
Can be NORMAL, AGGRESSIVE, LAZY, WORRIED, PLAYFUL, WEAK, BROWN.
#### HiddenGene
Defaults to `NORMAL`.
Sets the hidden [gene](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Panda.Gene.html) that the panda can pass on to its offspring.
```yaml
Can be NORMAL, AGGRESSIVE, LAZY, WORRIED, PLAYFUL, WEAK, BROWN.
Options:
Defaults to `NORMAL`.
MainGene:LAZY
```yaml
```
Options:
HiddenGene:WORRIED
```
#### HiddenGene
Sets the hidden [gene](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Panda.Gene.html) that the panda can pass on to its offspring.
Can be NORMAL, AGGRESSIVE, LAZY, WORRIED, PLAYFUL, WEAK, BROWN.
## Parrot
Defaults to `NORMAL`.
```yaml
#### Variant
Options:
The [variant](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Parrot.Variant.html) of the parrot.
HiddenGene:WORRIED
```yaml
```
Options:
Variant:GRAY
```
## Parrot
#### FlyingSpeed
#### Variant
The flying speed of the parrot.
The [variant](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Parrot.Variant.html) of the parrot.
Defaults to `-1` (The option is not applied)
```yaml
```yml
Options:
Options:
Variant:GRAY
FlyingSpeed:0.2
```
```
#### FlyingSpeed
The flying speed of the parrot.
## Pig
Defaults to `-1` (The option is not applied)
```yml
#### Saddled
Options:
If the pig is saddled.
FlyingSpeed:0.2
Defaults to `false`.
```
```yaml
Options:
Saddled:true
## Pig
```
#### Saddled
#### Variant
If the pig is saddled.
The variant to use for the pig entity. Accepts a namespace, if there is a datapack adding more variants. Read more on the subject on the Minecraft Wiki [here](https://minecraft.wiki/w/Pig#Variants) and [here](https://minecraft.wiki/w/Mob_variant_definitions#Pig)
Defaults to `false`.
```yaml
```yaml
Options:
Options:
Variant:WARM
Saddled:true
```
```
#### Variant
The variant to use for the pig entity. Accepts a namespace, if there is a datapack adding more variants. Read more on the subject on the Minecraft Wiki [here](https://minecraft.wiki/w/Pig#Variants) and [here](https://minecraft.wiki/w/Mob_variant_definitions#Pig)
## Piglin
```yaml
Options:
#### AbleToHunt
Variant:WARM
Whether or not the piglin is able to hunt.
```
Defaults to `true`.
```yaml
Options:
AbleToHunt:false
## Piglin
```
#### AbleToHunt
Whether or not the piglin is able to hunt.
#### ImmuneToZombification
Defaults to `true`.
Whether or not the piglin is immune to being zombified.
```yaml
Defaults to `true`.
Options:
```yaml
AbleToHunt:false
Options:
```
ImmuneToZombification:false
```
#### ImmuneToZombification
Whether or not the piglin is immune to being zombified.
## Piglin Brute
Defaults to `true`.
```yaml
#### ImmuneToZombification
Options:
Whether or not the piglin is immune to being zombified.
ImmuneToZombification:false
Defaults to `true`.
```
```yaml
Options:
ImmuneToZombification:false
## Piglin Brute
```
#### ImmuneToZombification
Whether or not the piglin is immune to being zombified.
## Rabbit
Defaults to `true`.
```yaml
#### IsKillerBunny
Options:
Alias: `Angry`.
ImmuneToZombification:false
Sets the rabbit as the Killer Bunny.
```
Defaults to `false`.
```yaml
Options:
## Rabbit
IsKillerBunny:true
```
#### IsKillerBunny
Alias: `Angry`.
Sets the rabbit as the Killer Bunny.
#### RabbitType
Defaults to `false`.
Sets the [type](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Rabbit.Type.html) of rabbit.
```yaml
Types can be BLACK, BLACK_AND_WHITE, BROWN, GOLD, SALT_AND_PEPPER, THE_KILLER_BUNNY or WHITE
Options:
```yaml
IsKillerBunny:true
Options:
```
RabbitType:SALT_AND_PEPPER
```
#### RabbitType
Sets the [type](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Rabbit.Type.html) of rabbit.
## Sheep
Types can be BLACK, BLACK_AND_WHITE, BROWN, GOLD, SALT_AND_PEPPER, THE_KILLER_BUNNY or WHITE
```yaml
#### Sheared
Options:
Whether the Sheep is already sheared.
RabbitType:SALT_AND_PEPPER
Defaults to `false`.
```
```yaml
Options:
Sheared:true
## Sheep
```
#### Sheared
Whether the Sheep is already sheared.
## Silverfish
Defaults to `false`.
```yaml
#### PreventBlockInfection
Options:
Prevent silverfish from infecting blocks.
Sheared:true
Defaults to `false`.
```
```yaml
Options:
PreventBlockInfection:true
## Silverfish
```
#### PreventBlockInfection
Prevent silverfish from infecting blocks.
## Skeleton
Defaults to `false`.
```yaml
#### PreventConversion
Options:
Prevents the Skeleton from being converted into other types of skeletons.
PreventBlockInfection:true
Defaults to `false`.
```
```yaml
Options:
PreventConversion:true
## Skeleton
```
#### PreventConversion
Prevents the Skeleton from being converted into other types of skeletons.
## Snow Golem
Defaults to `false`.
```yaml
#### Derp
Options:
Whether the Snow Golem has its pumpkin already sheared.
PreventConversion:true
Defaults to `false`.
```
```yaml
Options:
Derp:true
## Snow Golem
```
#### Derp
Whether the Snow Golem has its pumpkin already sheared.
#### PreventSnowFormation
Defaults to `false`.
Prevent the Snow Golem from creating snow.
```yaml
Defaults to `false`.
Options:
```yaml
Derp:true
Options:
```
PreventSnowFormation:true
```
#### PreventSnowFormation
Prevent the Snow Golem from creating snow.
## TNT
Defaults to `false`.
```yaml
#### FuseTicks
Options:
How long the TNT takes to explode.
PreventSnowFormation:true
Defaults to `-1` (instantly).
```
```yaml
Options:
FuseTicks:100
## TNT
```
#### FuseTicks
How long the TNT takes to explode.
#### ExplosionYield
Defaults to `-1` (instantly).
Determines the strength of the explosion.
```yaml
Defaults to `-1` (The normal TNT Explosion Yield is used).
Options:
```yaml
FuseTicks:100
Options:
```
ExplosionYield:2
```
#### ExplosionYield
Determines the strength of the explosion.
#### Incendiary
Defaults to `-1` (The normal TNT Explosion Yield is used).
Whether the explosion is capable of starting fires.
```yaml
Defaults to `false`.
Options:
```yaml
ExplosionYield:2
Options:
```
Incendiary:true
```
#### Incendiary
Whether the explosion is capable of starting fires.
## Tropical Fish
Defaults to `false`.
```yaml
#### Pattern
Options:
Sets the [Shape/Pattern](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/TropicalFish.Pattern.html) of the fish.
Incendiary:true
```yaml
```
Options:
Pattern:GLITTER
```
## Tropical Fish
#### Pattern
#### BodyColor
Sets the [Shape/Pattern](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/TropicalFish.Pattern.html) of the fish.
Sets the [Primary Color](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/DyeColor.html) of the fish.
```yaml
```yaml
Options:
Options:
Pattern:GLITTER
BodyColor:GRAY
```
```
#### BodyColor
## PatternColor
Sets the [Primary Color](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/DyeColor.html) of the fish.
Sets the [Secondary Color](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/DyeColor.html) of the fish
```yaml
```yaml
Options:
Options:
BodyColor:GRAY
BodyColor:LIME
```
```
## PatternColor
## Villagers
Sets the [Secondary Color](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/DyeColor.html) of the fish
```yaml
#### HasTrades
Options:
Whether the villager can be traded with.
BodyColor:LIME
Defaults to `false`.
```
> Check out [Trades](/Mobs/Mobs#trades)
```yaml
Options:
## Villagers
HasTrades:true
```
#### HasTrades
Whether the villager can be traded with.
Defaults to `false`.
#### Profession
> Check out [Trades](/Mobs/Mobs#trades)
Specifies the [Profession](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Villager.Profession.html) of the villager.
```yaml
Villagers without this option will roll a random profession on their initial spawn.
Options:
```yaml
HasTrades:true
Options:
```
Profession:MASON
```
#### Profession
Specifies the [Profession](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Villager.Profession.html) of the villager.
#### Type
Villagers without this option will roll a random profession on their initial spawn.
Represents [Villager type](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Villager.Type.html), usually corresponding to what biome they spawn in.
```yaml
Defaults to PLAINS.
Options:
```yaml
Profession:MASON
Options:
```
Type:DESERT
```
#### Type
Represents [Villager type](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Villager.Type.html), usually corresponding to what biome they spawn in.
#### Level
Defaults to PLAINS.
Villager profession level, levels 1 - 5.
```yaml
Level 1 villagers might switch professions. If you want a villager to hold its profession, give them a level of 2 or higher.
Options:
Required if setting villager professions.
Type:DESERT
```yaml
```
Options:
Level:3
```
#### 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.
## Wolfs
Required if setting villager professions.
```yaml
#### Variant
Options:
Sets the [Wolf Variant](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Wolf.Variant.html)
Level:3
```yaml
```
Options:
Variant:black
```
## Wolfs
#### Color
#### Variant
Sets the [Color](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/DyeColor.html) of the Wolf's Collar
Sets the [Wolf Variant](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Wolf.Variant.html)
```yaml
```yaml
Options:
Options:
Color:RED
Variant:black
```
```
## Zombie Villagers
#### Color
Sets the [Color](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/DyeColor.html) of the Wolf's Collar
#### Profession
```yaml
Specifies the [Profession](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Villager.Profession.html) of the zombie villager.
Options:
This option will also make the zombie turn into the respective villager type when being cured using potions.
Color:RED
Defaults to `FARMER`.
```
```yaml
Options:
## Zombie Villagers
Profession:MASON
```
#### Profession
Specifies the [Profession](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Villager.Profession.html) of the zombie villager.
This option will also make the zombie turn into the respective villager type when being cured using potions.