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Spawners
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========
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Spawners allow you to define specific points in your worlds at which
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your custom mob creations can spawn. They can with a variety of useful
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options, conditions and built-in timers, cooldowns and warmups. Note
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that in MythicSpawners you can only use the old conditions system. Here
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can you find them: [Legacy Conditions](/conditions/legacyconditions)
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You can create spawners directly ingame by using [Commands](/commands)
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and by creating the a configuration file in the folder
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*/MythicMobs/Spawners*. Note that once a spawner-configuration file has
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been loaded onto a running server, it can only be edited by ingame
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commands. If you want to edit a already loaded spawner-configuration
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file in a text-editor, you have to stop the server in the meantime.
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### Pros of Spawners
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- Doesn't require natural mob spawning to be enabled to work.
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- Allows for a much more specific and consistent implementation
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because you can specify exactly where and how each mob spawn.
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- Support timers, leashing and other features.
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- Good to populate small arenas or dungeons.
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### Cons of Spawners
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- Setup can be time consuming especially for larger implementations.
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- Can become very difficult to manage if not planned out correctly.
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- Mobs need to be configured appropriately.
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- Despawn false isnt a option that is meant to be used in mythic
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spawners.
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Example Config
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--------------
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SpawnerName:
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MobName: mobTypeName
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World: worldname
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SpawnerGroup: GroupName
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X: 0
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Y: 0
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Z: 0
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Radius: 0
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RadiusY: 0
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UseTimer: true
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MaxMobs: 1
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MobLevel: 1
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MobsPerSpawn: 1
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Cooldown: 0
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CooldownTimer: 0
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Warmup: 0
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WarmupTimer: 0
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CheckForPlayers: true
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ActivationRange: 40
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LeashRange: 32
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HealOnLeash: false
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ResetThreatOnLeash: false
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ShowFlames: false
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Breakable: false
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Conditions: []
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ActiveMobs: 1
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Options
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-------
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- **mobtype <mobtype>** or **mobname: <mobtype>:**
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- This is mob type that the spawner will spawn. Can only be set
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to any internal MythicMobs mob.
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- **/mm s set Ruins\_Skeleton1 mobtype GreaterSkeleton** (Changes
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the mobtype from DecayingSkeleton to GreaterSkeleton)
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- **world: <worldname>:**
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- This is the filename of the world where the spawner is located
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- **/mm s set Ruins\_Skeleton1 world survivalworld** (Changes the
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world where the spawner is located to survivalworld)
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- **spawnergroup: <group name>**
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- This sets the group name for the spawn.
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- For larger configurations, such as if you are populating a
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dungeon, you can group all spawners together and then change
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settings for them all at the same time. If you have 20 spawners,
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this is the difference between typing 2 or 3 commands and 20 or
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30 commands.
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- \*\*/mm s set Ruins\_Skeleton1 group Ruins \*\*(Puts this
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spawner in the Ruins group)
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- Using the group command:
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- **/mm s set g:Ruins warmup 300**
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- Sets the warmup settings for all spawners in the ruins
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group to 300
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- **X: / Y: / Z:**
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- Coordinates of the spawner
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- **radius: <number>:**
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- This is the radius around the spawner at which the mob can
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spawn. setting to 0 will cause the mob to spawn exactly on its
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spawner. Setting it to 5 will allow the mob to spawn anywhere
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within a 5 block radius of the spawner.
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- This can be used to make mob spawns in large areas feel more
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random when large radius' are used.
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- **/mm s set Ruins\_Skeleton1 radius 5** (Sets the spawner to
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spawn mobs within a 5 block radius)
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- **radiusY: <number>:**
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- This is the vertical radius around the spawner at which the mob
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can spawn. setting to 0 will cause the mob to spawn exactly on
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its spawner's Y level. Setting it to 5 will allow the mob to
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spawn anywhere within a vertical 5 block radius of the spawner.
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- This can be used to make mob spawns in large areas feel more
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random when large radius' are used.
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- Defaults to 0
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- **/mm s set Ruins\_Skeleton1 radiusy 5** (Sets the spawner to
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spawn mobs within a vertical 5 block radius)
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- **usetimer: <true/false>:**
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- Whether or not the spawner activates on a timer. Set to false
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to activate on command only
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- Defaults to true
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- **maxmobs: <number>:**
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- This is the max number of mobs that can be spawned and existing
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in the world for this spawner. Should be set equal to or greater
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than the **mobsperspawn** settings.
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- **/mm s set Ruins\_Skeleton1 maxmobs 2** (Sets the spawner to
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allow a maximum of 2 mobs to be spawned)
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- **moblevel: <number>:**
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- This is the level of the mob that should spawn from this
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spawner. Mob must have level configuration for this to work. Can
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only be a single level.
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- **/mm s set Ruins\_Skeleton1 moblevel 2** (Sets the spawner to
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spawn mobs of level 2)
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- **mobsperspawn: <number>:**
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- This is the number of mobs spawned each time the spawner spawns
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a mob. This is limited by the **maxmobs** settings.
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- **/mm s set Ruins\_Skeleton1 mobsperspawn 2** (Sets the spawner
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to spawn 2 mobs each time)
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- **cooldown: <number>:**
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- This the amount of time in seconds that the spawner waits after
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a mob has been spawned before another mob is spawned.
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- **/mm s set Ruins\_Skeleton1 cooldown 30** (Sets cooldown to 30
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seconds)
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- Timing: warmup\*> mob spawns\*> cooldown\*> mob
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spawns\*>
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- **cooldowntimer: <number>:**
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- This option is set automatically by the spawner, *it does not
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require any user setting*.
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- Used to bridge cooldowns over server reboots.
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- **warmup: <number>:**
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- The amount of time in seconds before the spawner start
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cooldown. Warmup start on activation and if maxmobs is reached
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and a mob dies.
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- **/mm s set Ruins\_Skeleton1 warmup 300** (Sets warmup to 5
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minutes)
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- **warmuptimer: <number>:**
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- This option is set automatically by the spawner, *it does not
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require any user setting*.
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- Used to bridge warmups over server reboots.
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- **checkforplayers: <true/false>:**
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- Whether or not players must be near the spawner for it to
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"activate"
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- Defaults to true for performance
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- **activationrange: <number>:**
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- What radius must players be within for the spawner to activate.
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- Defaults to 40
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- **leashrange: <number>:**
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- This is the max distance that a mob can move from its spawn
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location before it is teleported back to where it came from.
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- \*\*/mm s set Ruins\_Skeleton1 leashrange 15 \*\*(Sets
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leashrange to 15 blocks)
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- **healonleash: <true/false>**
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- Whether the mob should heal to full health when it leashes back
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to its spawner
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- \*\*/mm s set Ruins\_Skeleton1 healonleash true \*\* (Mobs
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spawned from this spawner will heal on leash)
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- **resetthreatonleash: <true/false>**
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- Resets ThreatTables (if enabled) when a mob teleports back to
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its spawner.
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- Defaults to true
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- **showflames: <true/false>:**
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- Set this to true to show flames around the spawner. Useful for
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debugging purposes.
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- **/mm s set Ruins\_Skeleton1 showflames true** (Turn on flames
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particle for this spawner.)
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- **breakable: <true/false>:**
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- *This entry needs clarification.*
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- **conditions:**
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- Set conditions to be met for the spawner to activate.
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- MythicSpawners can only use the legacy conditions system. Here
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can you find them: [Legacy
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Conditions](/conditions/legacyconditions)
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- **activemobs: <number>**
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- This option is set automatically by the spawner, *it does not
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require any user setting*.
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- Used to keep track of mobs connected to (spawned by) the
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spawner. |