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    • Mobs
  • Options

Last edited by Lxlp Apr 15, 2025
Page history

Options

All options available when creating a mob. Most of these options go under the Options section, like so:

Dummy:
  Type: skeleton
  Options:
    MovementSpeed: 0.3
    PreventSunburn: true

  • Universal Options
  • Group Specific Options
  • Mob Specific Options

Universal options

These options are universal and will work regardless of the mob type.

AlwaysShowName

Whether the name-tag is always displayed. Equivalent to the NBT-tag CustomNameVisible. Defaults to false.

  Options:
    AlwaysShowName: false

AttackSpeed

The attack speed of the mob
Defaults to vanilla attack speed of the respective mobs

  Options:
    AttackSpeed: 1

VisibleByDefault

Sets whether the mob is visible by default when the mobs spawns or when the mob gets loaded. Defaults to true.

  Options:
    VisibleByDefault: true

Invisible

Sets the permanent invisibility effect on the mob; no need to apply invisibility potion with ~onSpawn trigger. Defaults to false.

  Options:
    Invisible: true

Collidable

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.

  Options:
    Collidable: true

DigOutOfGround

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

  Options:
    DigOutOfGround: false

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.)
Defaults to true.

Mode Aliases Description
NORMAL TRUE, YES - Despawns if no players are nearby
- Despawns if the server is restarted
- Despawns if the chunk is unloaded
- Is killed by normal mythicmobs kill commands
CHUNK - Despawns if the server is restarted
- Despawns if the chunk is unloaded
- 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.
- Persists across server reboots.
- Persistent mobs do not fire skills in unloaded chunks.
NPC - Despawns if the server is restarted
- 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.

  Options:
    Despawn: true

FollowRange

The range in blocks within which a mob will target to attack or track an entity. Defaults to vanilla follow range - 32.

  Options:
    FollowRange: 32

Glowing

Sets whether the mob is permanently glowing. Defaults to false.

  Options:
    Glowing: false

HealOnReload

Allows non-despawning mobs to heal once the chunk they are in gets reloaded. Defaults to false.

  Options:
    HealOnReload: false

Invincible

Makes the mob completely invincible to all types of damage. This option cannot be changed by command skills. Defaults to false.

  Options:
    Invincible: false

Interactable

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.

  Options:
    Interactable: false

LockPitch

Keeps the mob's head from looking up/down. Requires ProtocolLib. Defaults to false.

  Options:
    LockPitch: false

KnockbackResistance

A percentage of knockback resisted from attacks. This option can be anywhere between 0 and 1. But a mob with 100% knockback resistance can still be knocked back by a bow's enchantment: ARROW_KNOCKBACK (punch enchantment). For true knockback resistance, see the velocity mechanic page. Defaults to 0.

  Options:
    KnockbackResistance: 0.5

MaxCombatDistance

Prevents players that are a number of blocks away from damaging the mob. 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. Defaults to 256.

  Options:
    MaxCombatDistance: 256 

MovementSpeed

The movement speed of the mob. 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.

  Options:
    MovementSpeed: 0.2

NoAI

Whether the mob should have AI. This option overrides any AI goals specified in AIGoalSelectors. 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. Defaults to false.

  Options:
    NoAI: false

NoDamageTicks

Defines how long in ticks the mob is invulnerable after taking damage. If ImmunityTables is enabled for the mob, then NoDamageTicks will be per player instead of global. Defaults to 10.

  Options:
    NoDamageTicks: 20

NoGravity

Whether the mob should not have gravity. If set to true, the mob CANNOT have the velocity mechanic used on it. Defaults to false.

  Options:
    NoGravity: false

PassthroughDamage

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.

  Options:
    PassthroughDamage: false

PreventItemPickup

Prevent mobs from picking up items; Defaults to true.

  Options:
    PreventItemPickup: false

PreventLeashing

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

  Options:
    PreventLeashing: false

PreventMobKillDrops

Prevents a MythicMob's target from dropping loot. Defaults to false.

  Options:
    PreventMobKillDrops: false

PreventOtherDrops

Prevents the mob from dropping its vanilla loot table. Defaults to false.

  Options:
    PreventOtherDrops: false

PreventRandomEquipment

Prevents the mob from spawning with random equipment. Defaults to false.

  Options:
    PreventRandomEquipment: false

PreventRenaming

Prevents the mob from being renamed using a nametag. Defaults to true.

  Options:
    PreventRenaming: false

PreventSunburn

Prevents the mob from burning in the sun. Defaults to false.

  Options:
    PreventSunburn: true

PreventTransformation

Sets whether the mob should be prevented from being turned into other entities.
Defaults to true.

  Options:
    PreventTransformation: false

PreventVanillaDamage

Cancels every instance of the mob dealing "regular" vanilla damage, canceling it.
Skills that triggers onAttack will still be executed.
Defaults to false.

  Options:
    PreventVanillaDamage: true

RepeatAllSkills

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

  Options:
    RepeatAllSkills: false

ReviveHealth

When the mob's death event gets cancelled (via a Cancelevent mechanic ~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.

#This mob will always return to 50 health every time the death event is cancelled
ExampleMob:
  Type: COW
  Health: 100
  Options:
    ReviveHealth: 50
  Skills:
  - 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
  Health: 100  
  Options:
    ReviveHealth: -1
  Skills:
  - cancelevent{sync=true} @self ~onDeath

Scale

The scale of the mob.
If set to -1, the option is ignored.
Defaults to -1.

  Options:
    Scale: 2

ShowHealth

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 false.

  Options:
    ShowHealth: false

Silent

Whether a mob should use vanilla sound effects. Defaults to false.

  Options:
    Silent: false

UseThreatTable

Whether the mob should have Threat Tables enabled

  Options:
    UseThreatTable: true

Group specific options

Boat & BoatChest

Type

The type of the boat entity.
Aliases: BoatType. Defaults to OAK

  Options:
    BoatType: MANGROVE

Breedable mobs

Age

The age of the mob. Use -1 for Baby and 1 for Adults.
Usable on any mob that can age. For example: Sheep, Pigs, Cows...
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).
May not be working properly under some situations.
Defaults to 1.

  Options:
    Age: -1

AgeLock

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

  Options:
    AgeLock: true

Adult

Sets adult status of mob. Use if Age does not work.

  Options:
    Adult: true

Baby

Sets baby/adult status of mob. Use if Age does not work.

  Options:
    Baby: true

Colorable Mobs

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 Defaults to WHITE.

  Options:
    Color: RED

Neutral Entities

Used for wolves and zombie pigmen, for instance.

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. Defaults to false.

  Options:
    Angry: true

Slimes & Magma Cubes

PreventSlimeSplit

Prevents slimes and magmacubes from splitting. Default to false.

  Options:
    PreventSlimeSplit: true

Entities with variable size

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. Default to 1to8 (Phantoms is 1)

  Options:
    Size: 10

Raiders

CanJoinRaid

Whether the entity can join a raid. Defaults to true.

  Options:
    CanJoinRaid: false

PatrolLeader

Whether the entity is the leader of a patrol. Defaults to false.

  Options:
    PatrolLeader: true

PatrolSpawnPoint

Defaults to false.

  Options:
    PatrolSpawnPoint: true

Tameable Mobs

Tameable

Whether players are able to tame the mob. Used for wolves, cats and horses. Defaults to false.

  Options:
    Tameable: true

Zombies (all variants)

PreventJockeyMounts

Sets whether the zombie will be prevented from spawning as a jockey.
Only works for Zombies.
Defaults to false.

  Options:
    PreventJockeyMounts: true

PreventConversion

Prevents the Zombie from being converted into other types of zombies.
Defaults to false.

  Options:
    PreventConversion: true

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.

  Options:
    ReinforcementsChance: 0.38

Mob specific options

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

Armor Stand

CanMove

Sets whether an armor stand can move. Defaults to true and requires PaperSpigot

Dummy:
  Type: ARMOR_STAND
  Options:
    CanMove: true

CanTick

Sets whether an armor stand can tick. Defaults to true and requires PaperSpigot

Dummy:
  Type: ARMOR_STAND
  Options:
    CanTick: true

HasArms

Sets whether an armor stand has arms. Defaults to false.

Dummy:
  Type: ARMOR_STAND
  Options:
    HasArms: true

HasBasePlate

Sets whether an armor stand has a baseplate. Defaults to true

Dummy:
  Type: ARMOR_STAND
  Options:
    HasBasePlate: false

HasGravity

Sets whether the armor stand is affected by gravity. Defaults to true.

Dummy:
  Type: ARMOR_STAND
  Options:
    HasGravity: true

Invisible

Sets whether the armor stand is invisible. Defaults to false.

Dummy:
  Type: ARMOR_STAND
  Options:
    Invisible: true

ItemBody

Designates the Mythic Item that should go in the body/chest slot of an armor stand.

Dummy:
  Type: ARMOR_STAND
  Options:
    ItemBody: AN_EXAMPLE_CHESTPLATE

ItemFeet

Designates the Mythic Item that should go in the feet slot of an armor stand.

Dummy:
  Type: ARMOR_STAND
  Options:
    ItemFeet: AN_EXAMPLE_BOOTS

ItemHand

Designates the Mythic Item that should go in the main hand slot of an armor stand.

Dummy:
  Type: ARMOR_STAND
  Options:
    ItemHand: AN_EXAMPLE_SWORD

ItemOffhand

Designates the Mythic Item that should go in the off hand slot of an armor stand.

Dummy:
  Type: ARMOR_STAND
  Options:
    ItemOffhand: AN_EXAMPLE_STICK

ItemHead

Designates the Mythic Item that should go in the helmet slot of an armor stand.

Dummy:
  Type: ARMOR_STAND
  Options:
    ItemHead: AN_EXAMPLE_HELMET

ItemLegs

Designates the Mythic Item that should go in the leggings slot of an armor stand.

Dummy:
  Type: ARMOR_STAND
  Options:
    ItemLegs: AN_EXAMPLE_PANTS

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.

Dummy:
  Type: ARMOR_STAND
  Options:
    Marker: false

Small

Sets the armor stand to small variant. Defaults to false.

Dummy:
  Type: ARMOR_STAND
  Options:
    Small: true

Pose

Sets the body part's current pose.
Default values are 0,0,0 and accepts ranges like #to#.
These will go under the Pose section instead of the Options section.

Head
Mob:
  Type: armor_stand
  Pose:
    Head: 0,50,0
Body
Mob:
  Type: armor_stand
  Pose:
    Body: 0,10,10
LeftArm
Mob:
  Type: armor_stand
  Pose:
    LeftArm: 0to360,0,0
RightArm
Mob:
  Type: armor_stand
  Pose:
    RightArm: 0to90,0,0
LeftLeg
Mob:
  Type: armor_stand
  Pose:
    LegLeg: 0,0to80,0
RightLeg
Mob:
  Type: armor_stand
  Pose:
    RightLeg: 20,25,0

Bee

Anger

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

  Options:
    Anger: 200

HasNectar

Whether the bee is carrying pollen.
Defaults to false.

  Options:
    HasNectar: true

HasStung

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

  Options:
    HasStung: true

PreventStingerLoss

Whether to prevent the bee from losing its stinger once it hits an entity.
Defaults to false.

  Options:
    PreventStingerLoss: true

Camel

Saddled

Whether the entity is saddled or not.
Defaults to false.

  Options:
    Saddled: true

Tamed

Whether the entity is tamed or not.
Defaults to false.

  Options:
    Tamed: true

Cat

CatType

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

  Options:
    CatType: BLACK

CollarColor

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.

  Options:
    CollarColor: GREEN

Tamed

Whether the entity is tamed or not.
Defaults to false.

  Options:
    Tamed: true

Chicken

Jockey

Whether or not the chicken has the IsChickenJockey NBT set to 1.
If true, the chicken can naturally despawn, drops 10 experience upon death instead of 1-3 and cannot lay eggs.
Defaults to false.

  Options:
    Jockey: true

Creepers

ExplosionRadius

Sets the radius/power of the creepers explosion.
Negative values are ignored, and the explosion radius remains the creeper's default one.
Defaults to -1.

  Options:
    ExplosionRadius: 5

FuseTicks

Sets the number of ticks it takes for creepers to explode.
Negative values are ignored, and the time it takes remains the creeper's default one.
Defaults to -1.

  Options:
    FuseTicks: 60

SuperCharged

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

  Options:
    SuperCharged: true

PreventSuicide

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

  Options:
    PreventSuicide: true

Enderman

PreventTeleport

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

  Options:
    PreventTeleport: true

HeldBlock

Sets the block that the Enderman is carrying.
Defaults to AIR.

  Options:
    HeldBlock: STONE

Experience_orb

Experience

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

  Options:
    Experience: 10

Falling Blocks

Block

Determines the type of the block.
Defaults to STONE.

  Options:
    Block: BIRCH_WOOD

BlockData

Additional field for inputting blockdata.
Defaults to 0.

DropsItem

Should the entity be able to drops the falling block's item.
Defaults to true.

  Options:
    DropsItem: false

HurtsEntities

Damages entities on impact.
Defaults to true.

  Options:
    HurtsEntities: false

ReplaceSpawnLocationBlock

If the entity should replace the block at its spawn location.
Defaults to false.

  Options:
    ReplaceSpawnLocationBlock: true

UseSpawnLocationType

If the type of the falling block should be the one at the spawn location.
Defaults to false.

  Options:
    UseSpawnLocationType: true

Fox

FoxType

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

  Options:
    FoxType: SNOW

Frog

Type

Determines the type of the Frog.
Alias is Variant.
Can be WARM, COLD or TEMPERATE.
Defaults to WARM.

  Options:
    Type: COLD

Goat

Screaming

Sets if this is a screaming goat. A screaming goat makes screaming sounds and rams more often.
Defaults to false.

  Options:
    Screaming: true

Hoglin

ImmuneToZombification

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

  Options:
    ImmuneToZombification: true

Huntable

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

  Options:
    Huntable: true

Horses, Donkeys, and Mules

HorseArmor

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

  Options:
    HorseArmor: gold

CarryingChest

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

  Options:
    CarryingChest: true

HorseColor

Sets color of the horse.
Colors must be uppercase,can be any of the Spigot Horse colors.

  Options:
    HorseColor: CREAMY

Saddled

Used for horses to set whether they are saddled or not.
Defaults to true if HorseArmor is set, or false otherwise

  Options:
    Saddled: true

HorseStyle

Sets the style of the horse.
Styles can be any of the Spigot Horse Style

  Options:
    HorseStyle: WHITE_DOTS

Tamed

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

  Options:
    Tamed: true

HorseType

Defines the type of horse Can be any of the Spigot Horse variants Defaults to HORSE Removed in MC 1.11+, useType instead.

Interaction

Height

The Height of the Interaction entity.
Defaults to 1.

  Options:
    Height: 2

Width

The Width of the Interaction entity.
Defaults to the value of the Height option.

  Options:
    Width: 3

Responsive

If the Interaction entity is responsive.
Defaults to true.

  Options:
    Responsive: false

IronGolem

PlayerCreated

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

  Options:
    PlayerCreated: true

Item

Item

The material of the item entity.
Defaults to STONE.

  Options:
    Item: BRICK

Amount

The amount of items in the itemstack.
Defaults to 1.

  Options:
    Amount: 10

CanPickup

If the itemstack can be picked up.
Defaults to true.

  Options:
    CanPickup: false

Llama

CarryingChest

Set whether the entity is carrying a chest or not.
Defaults to false.

  Options:
    CarryingChest: true

Tamed

Set whether the entity is tamed or not.
Defaults to false.

  Options:
    Tamed: true

Color

Sets color of the llama.
Colors must be uppercase,can be any of the Spigot Llama colors.

  Options:
    Color: CREAMY

MinecartChest

ChestContents

The droptable that will be put inside the chest.

  Options:
    ChestContents: example_droptable

Panda

MainGene

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

  Options:
    MainGene: LAZY

HiddenGene

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

  Options:
    HiddenGene: WORRIED

Parrot

Variant

The variant of the parrot.

  Options:
    Variant: GRAY

FlyingSpeed

The flying speed of the parrot.
Defaults to -1 (The option is not applied)

  Options:
    FlyingSpeed: 0.2

Pig

Saddled

If the pig is saddled.
Defaults to false.

  Options:
    Saddled: true

Piglin

AbleToHunt

Whether or not the piglin is able to hunt.
Defaults to true.

  Options:
    AbleToHunt: false

ImmuneToZombification

Whether or not the piglin is immune to being zombified.
Defaults to true.

  Options:
    ImmuneToZombification: false

Piglin Brute

ImmuneToZombification

Whether or not the piglin is immune to being zombified.
Defaults to true.

  Options:
    ImmuneToZombification: false

Rabbit

IsKillerBunny

Alias: Angry.
Sets the rabbit as the Killer Bunny.
Defaults to false.

  Options:
    IsKillerBunny: true

RabbitType

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

  Options:
    RabbitType: SALT_AND_PEPPER

Sheep

Sheared

Whether the Sheep is already sheared.
Defaults to false.

  Options:
    Sheared: true

Silverfish

PreventBlockInfection

Prevent silverfish from infecting blocks.
Defaults to false.

  Options:
    PreventBlockInfection: true

Skeleton

PreventConversion

Prevents the Skeleton from being converted into other types of skeletons.
Defaults to false.

  Options:
    PreventConversion: true

Snow Golem

Derp

Whether the Snow Golem has its pumpkin already sheared.
Defaults to false.

  Options:
    Derp: true

PreventSnowFormation

Prevent the Snow Golem from creating snow.
Defaults to false.

  Options:
    PreventSnowFormation: true

TNT

FuseTicks

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

  Options:
    FuseTicks: 100

ExplosionYield

Determines the strength of the explosion.
Defaults to -1 (The normal TNT Explosion Yield is used).

  Options:
    ExplosionYield: 2

Incendiary

Whether the explosion is capable of starting fires.
Defaults to false.

  Options:
    Incendiary: true

Tropical Fish

Pattern

Sets the Shape/Pattern of the fish.

  Options:
    Pattern: GLITTER

BodyColor

Sets the Primary Color of the fish.

  Options:
    BodyColor: GRAY

PatternColor

Sets the Secondary Color of the fish

  Options:
    BodyColor: LIME

Villagers

HasTrades

Whether the villager can be traded with.
Defaults to false.

Check out Trades

  Options:
    HasTrades: true

Profession

Specifies the Profession of the villager.
Villagers without this option will roll a random profession on their initial spawn.

  Options:
    Profession: MASON

Type

Represents Villager type, usually corresponding to what biome they spawn in.
Defaults to PLAINS.

  Options:
    Type: DESERT

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.

  Options:
    Level: 3

Wolfs

Variant

Sets the Wolf Variant

  Options:
    Variant: black

Color

Sets the Color of the Wolf's Collar

  Options:
    Color: RED

Zombie Villagers

Profession

Specifies the Profession of the zombie villager.
This option will also make the zombie turn into the respective villager type when being cured using potions.
Defaults to FARMER.

  Options:
    Profession: MASON
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