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Last edited by Lxlp Apr 15, 2025
Page history

Mobs

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

Most of 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
    • Type
    • Display
    • Health
    • Damage
    • Armor
    • HealthBar
    • BossBar
    • Faction
    • Mount
    • Display Options
    • Options
    • Modules
    • AIGoalSelectors
    • AITargetSelectors
    • Drops
    • DamageModifiers
    • Equipment
    • KillMessages
    • LevelModifiers
    • Disguise
    • Skills
    • Nameplate
    • Hearing
    • Totem
    • Variables
    • Trades
  • Examples

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: 1,1,1

    # 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 ~onHear

Totem

Allows you to configure a custom structure that, once built, will summon a mob

ExampleMob:
  Type: ZOMBIE
  Totem:

    # The block that once placed will prompt the plugin to check for a totem
    Head: player_head

    # A list of offset vectors and materials that define what the totem should look like
    Pattern:
    - 1,2,0 player_head
    - 0,2,0 player_head
    - -1,2,0 player_head
    - 1,1,0 NETHERITE_BLOCK
    - -1,1,0 NETHERITE_BLOCK
    - 0,1,0 NETHERITE_BLOCK
    - 0,0,0 NETHERITE_BLOCK

    # Optional list of replacements blocks for the pattern.
    # If a replacement for them is not set, every block in the pattern will be replaced with AIR
    Replacement:
    - 0,0,0 AIR

The 'Head''s value is the actual block type that, once placed in the world, will prompt the plugin to check if the totem structure is built. It is, as such, suggested to not use a common block type for this

Block offsets are in a x,y,z syntax, configured from the perspective of facing yaw=0 and 0,0,0 being the very bottom of the totem where the mob spawns.

Mob Totem

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 type STRING and of value something
  • a AnIntVariable variable of type INTEGER and of value 2
  • a AFloatVariable variable of type FLOAT and of value 420.69

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
    2:
      Item1: 64 EMERALD
      Result: mmoitems.SWORD.CUTLASS
      MaxUses: 1
    3:
      Item1: 32 EMERALD
      Item2: 1 PAPER
      Result: 1 CUSTOM_ITEM
      MaxUses: 1

If MaxUses is not set, it will default to 10000

Examples

More mob examples can be found in the Examples section.

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