Skip to content

GitLab

  • Projects
  • Groups
  • Snippets
  • Help
    • Loading...
  • Help
    • Help
    • Support
    • Community forum
    • Submit feedback
    • Contribute to GitLab
  • Sign in
MythicMobs MythicMobs
  • Project overview
    • Project overview
    • Details
    • Activity
  • Issues 143
    • Issues 143
    • List
    • Boards
    • Labels
    • Service Desk
    • Milestones
  • Operations
    • Operations
    • Incidents
  • Analytics
    • Analytics
    • Repository
    • Value Stream
  • Wiki
    • Wiki
  • Members
    • Members
  • Activity
  • Create a new issue
  • Issue Boards
Collapse sidebar
  • MythicCraft
  • MythicMobsMythicMobs
  • Wiki
    • Mobs
  • Options

Options · Changes

Page history
Tried to revert authored Feb 06, 2021 by Dancull47's avatar Dancull47
Hide whitespace changes
Inline Side-by-side
Showing with 612 additions and 155 deletions
+612 -155
  • Mobs/Options.md Mobs/Options.md +612 -155
  • No files found.
Mobs/Options.md
View page @ 1de43452
Disguises
Mob Options
===========
Mob disguises are dependent on the plugins [LibsDisguises ](https://www.spigotmc.org/resources/libs-disguises.81/)and [ProtocolLib](https://www.spigotmc.org/resources/protocollib.1997/). They will not work without either of those plugins.
<img src="http://fs5.directupload.net/images/160306/36ll7s25.jpg" width="500" height="200" alt="http://fs5.directupload.net/images/160306/36ll7s25.jpg" />
Also note that some versions work better with others- some versions break mob disguises, other players disguises. You'll have to experiment for yourself- there's no consensus on what works
This is a database of all options available when creating a mob in
MythicMobs. These options go under the Options tag like so:
Also also note that disguises are likely to break if you capitalize the disguise type.
VeryFastSkeleton:
Type: skeleton
Display: 'Very Fast Skeleton'
Options:
MovementSpeed: 0.3
NoDamageTicks: 50
Disguises allow you to make your mob look like a different mob, a block, or even an item! Disguises are great for shaking things up with mobs, allowing you to do things that are otherwise not possible… for example, making a spider that looks like a zombie– a zombie that climbs walls!. The possibilities are huge.
### Universal options
Below is a list of disguise types that can be assigned to a mob using the disguise mob option.
These options are universal and will work regardless of the mobtype.
Available Disguises
===========
- arrow
- babyzombievillager
- bat
- blaze
- block - Disguise a mob as (literally) a block
- boat
- cave_spider
- chicken
- cow
- creeper
- donkey
- dropped_item - Disguses a mob as a dropped item.
- egg
- ender_crystal
- ender_dragon
- ender_pearl
- ender_signal
- enderman
- experience_orb
- fireball
- firework
- fishing_hook
- ghast
- giant
- horse
- iron_golem
- item_frame
- leash_hitch
- magma_cube
- minecart
- minecart_chest
- minecart_furnace
- minecart_hopper
- minecart_mob_spawner
- minecart_tnt
- mule
- mushroom_cow
- ocelot
- painting
- pig
- pig_zombie
- player - Disguise a mob as a player!
- polar_bear
- primed_tnt
- rabbit
- sheep
- silverfish
- skeleton
- skeleton_horse
- slime
- small_fireball
- snowball
- snowman
- spider
- splash_potion
- squid
- thrown_exp_bottle
- undead_horse
- villager
- witch
- wither
- wither_skeleton
- wither_skull
- wolf
- zombie
- zombie_villager
### Options
All disguises have certain options available to them. These options go under the Disguises block, and can only be used in conjunction with a disguise (they will not work on their own).
- Disguise.Burning: true - Causes the mob to always appear to be burning
- Disguise.Blocking: true - Causes certain disguises to be stuck in the “blocking” animation.
- Disguise.Invisible: true - Makes the mob permanently invisible
- Disguise.Name: - Sets the disguised entity name
- Disguise.ShowName: true - Displays a nametag over certain disguises that would not normally have one (such as a block or item)
- Disguise.Sneaking: true - Causes certain disguises to be stuck in the “sneaking” animation.
- Disguise.Sprinting: true - Causes certain disguises to be stuck in the “sprinting” animation.
- Disguise.ModifyBoundingBox: false - Setting this to false will make mobs keep their original hitbox.
- Disguise.Glowing: [true/false] - Makes the disguise glow permanently.
- Disguise.Gliding: [true/false] - Makes the disguise glide permanently.
“Glowing” and “Gliding” were added in version 2.3.2.
Excessive Example:
```
SneakyDisguisingMob:
Type: wither_skeleton
Display: 'meh'
CustomKillMessages:
- '<target.name> was sneaked upon! (to death)'
Health: 128
Disguise:
Type: player
Skin: 'meeeh'
Player: Steve
Burning: true
Blocking: true
Invisible: false
ShowName: false
Sneaking: true
Sprinting: true
ModifyBoundingBox: false
```
#### Nameplates
Added in 4.1
Nameplates allow you to extend the nameplates of Player-disguise mobs, which are normally limited to 16 characters.
To use this, simply have Holograms installed and then leave out the “Player” field in your disguise (skin is still required!).
If you don't specify the player field, it will use the Display field instead using a custom nameplate.
```
Monkey:
Type: skeleton
Display: "this display name is too long for players normally"
Disguise:
Type: player
Skin: Kurdie
```
This feature requires LibsDisguises and the Holograms plugin: [https://www.spigotmc.org/resources/holograms.4924/](https://www.spigotmc.org/resources/holograms.4924/)
#### Examples
Examples of Disguises being used:
```
MobType: skeleton
Disguise:
Type: player
Player: '&8Not Darkitect'
Skin: Darkitect
```
```
MobType: skeleton
Health: 20
Disguise:
Type: player
Player: Ashijin
Skin: Notch
```
```
MobType: skeleton
Health: 20
Disguise:
Type: pig
```
#### All mobs
**AlwaysShowName: \[true/false\]**
- Whether the name-tag should always be displayed, even when not looking at the mob and through blocks.
- Equivalent of the NBT-tag "CustomNameVisible"
- MC 1.8 and earlier: armor stands only
- MC 1.9 and later: all entites
- Defaults to false.
**AttackSpeed: \[number\]** (2.4)
* Sets the attack speed of the mob.
* Defaults to vanilla attack speed for the respective mobs.
**ApplyInvisibility: \[true/false\]** (4.9)
* Sets permanent invisibility effect on the mob (No need for invisibility potions ~onSpawn).
* Defaults to false.
**Collidable: \[true/false\]** (2.4)
* Whether the mob has collision.
* Defaults to true.
* Note that collisions in Minecraft are bidirectional, so this would need to be set to false on both the collidee and the collidant to ensure no collisions take place.
**Despawn: \[true/false\]**
* Determines whether mobs will despawn if no players are nearby.
* Should generally be turned on if you are using a lot of a mob spawners or entities will overwhelm your server.
* Equivalent NBT-tag is "PersistenceRequired"
* Defaults to true.
**FollowRange: \[value\]**
* Max distance the mob will hold aggro on a target.
* Also defines max range at which a target will aggro a player initially.
* Defaults to standard respective minecraft follow range
**Glowing: \[true/false\]** (2.4)
* Whether the mob should permanently be glowing.
* Defaults to false.
**Invincible: \[true/false\]**
* Makes the mob completely invincible to all types of damage.
* //Cannot// be changed by command skills!
* Defaults to false.
**Interactable: \[true/false\]**
* Make the mob none interactable. In case of armor stand, denies interacts with its equipment.
* Defaults to false.
**LockPitch: \[true/false\] (4.9)**
* Requires protocollib, keeps mobs heads from looking up/down.
* Defaults to false.
**KnockbackResistance: \[number\]**
* Number between 0 and 1 that defines resistance of mob to knockbacks. Defaults to 0.
* 0.1 = 10%, 0.5 = 50% 1 = 100%
* Note that mobs with 100% resistance can still be knocked back by weapons enchanted with knockback or explosions.
**MaxCombatDistance: \[number\]**
* The mob cannot be damaged by players further away than # many blocks.
* Setting this option to a number less than the distance of a certain mob skill or attack will ensure that the mob can damage the player and will not be as easy to exploit.
**MovementSpeed: \[number\]**
* The movement speed of the mob.
* Most mobs default to movement speed of 0.2
* Values above 1 tend to make the mob difficult / impossible to fight.
**NoAI: \[true/false\]** *(2.2.1)*
* Wether or not the mob should have AI. //Will override any settings specified in AIGoalSelectors!//
* As opposed to AIGoalSelectors, this will work on Enderdragons and Withers.
* Defaults to false.
**NoDamageTicks:\[number\]**
* Defines how long the mob is invulnerable after being hit.
* If ImmunityTables are turned on for the mob, NoDamageTicks are per player as opposed to global.
* Defaults to 10.
**NoGravity: \[true/false\]** (2.5, MC 1.10)
* Whether the mob should not have gravity.
* Defaults to false.
* Note that when this is true, the mob CANNOT have the skill [[skills/mechanics/velocity|velocity]] used on it.
**Persistent: \[true/false\]**
* Makes the mob immune to the "mm m killall" command
* The mob can still despawn if "Despawn" is set to true
* The mob can still be killed if targeted in the "mm m kill X" command or using a "minecraft:kill" command
* Defaults to false
**PreventItemPickup: \[true/false\]**
* Prevents mobs from picking up items.
* Defaults to true.
**PreventLeashing: \[true/false\]**
* Whether to prevents a leash from being placed on the mob.
* Defaults to true
**PreventMobKillDrops: \[true/false\]**
* Prevents mobs killed by that MythicMob from dropping loot.
* Defaults to false.
* ''As of version 2.3 and before, this option will also prevent players from dropping their inventory upon death if killed by a mob with this option turned on. Do not use in combination with gamerule keepInventory false!''
* This is fixed in version 2.5.0
**PreventOtherDrops: \[true/false\]**
* Should MythicMobs block the mob from dropping its normal items?
* Defaults to false.
**PreventRandomEquipment: \[true/false\]**
* Whether a mob should be allowed to spawn with random equipment.
* Defaults to false.
**PreventRenaming: \[true/false\]**
* Whether to prevent renaming using a nametag.
* Defaults to true.
**PreventSunburn: \[true/false\]**
* Whether to prevent the mob from burning in the sun.
* Defaults to false.
**RepeatAllSkills: \[true/false\]**
* Whether to repeat HP based skills if a mob heals back above the health threshold for them.
* Defaults to false.
**ShowHealth: \[true/false\]**
* Displays health of mob through messages broadcast within a radius defined by **show<nowiki>*</nowiki>health<nowiki>*</nowiki>radius** and formatted according to **show<nowiki>*</nowiki>health<nowiki>*</nowiki>format**. Both of these are global settings under **config.yml**
* Defaults to false.
**Silent: \[true/false\]**
* Whether or not a mob should use vanilla sound effects.
* Defaults to false.
------------------------------------------------------------------------
### Mob specific options
These are specific mob options and will have no effect when used on a
different mobtype.
#### Armor Stands
**CanMove: \[true/false\] (4.9)**
* Whether an armor stand can move or not.
* Only applies to armor stand type mobs.
* Defaults to true.
* Requires PaperSpigot
**CanTick: \[true/false\] (4.9)**
* Whether an armor stand can tick or not.
* Only applies to armor stand type mobs.
* Defaults to true.
* Requires PaperSpigot
**HasArms: \[true/false\]**
* Whether an armor stand has arms or not.
* Only applies to armor stand type mobs.
* Defaults to false.
* Broken prior to 2.5.0
**HasBasePlate: \[true/false\] (4.9)**
* Whether an armor stand has a baseplate or not.
* Only applies to armor stand type mobs.
* Defaults to true.
**HasGravity: \[true/false\]**
* Whether an armor stand is affected by gravity or not.
* Only applies to armor stand type mobs.
* Defaults to true.
**Invisible: \[true/false\]**
* Whether an armor stand is invisible or not.
* Only applies to armor stand type mobs.
* Defaults to false.
**ItemBody: \[MythicItem Name\]**
* Designates the Mythic Item that should go in the body/chest slot of an armor stand.
* Only applies to armor stand type mobs.
**ItemFeet: \[MythicItem Name\]**
* Designates the Mythic Item that should go in the feet slot of an armor stand.
* Only applies to armor stand type mobs.
**ItemHand: \[MythicItem Name\]**
* Designates the Mythic Item that should go in the hand slot of an armor stand.
* Only applies to armor stand type mobs.
**ItemHead: \[MythicItem Name\]**
* Designates the Mythic Item that should go in the head slot of an armor stand.
* Only applies to armor stand type mobs.
**ItemLegs: \[MythicItem Name\]**
* Designates the Mythic Item that should go in the legs slot of an armor stand.
* Only applies to armor stand type mobs.
**Marker: \[true/false\]**
* Whether the Armor Stand should be a marker.
* Setting this option to true will prevent the armor stand from being destroyed in the game - making it completely non-interactable.
**Small: \[true/false\]**
* Whether an armor stand is small or not.
* Only applies to armor stand type mobs.
* Defaults to false.
**Pose:** (2.4.4)
- **Head: \[0,0,0\]**
- **Body: \[0,0,0\]**
- **LeftArm: \[0,0,0\]**
- **RightArm: \[0,0,0\]**
- **LeftLeg: \[0,0,0\]**
- **RightLeg: \[0,0,0\]**
- All these values default to zero.
- All values accept number ranges - see example below.
- Note that these pose options will not be recognized under the
options-tag but must be set like this:
- `Mob:
Type: armor_stand
Pose:
Head: 0,50,0
Body: 0,10,10
LeftArm: 0 to 360,0,0
RightArm: 0 to 90,0,0`
#### Bees
**Anger: \[number\] (4.9)**
* Sets the time in ticks until bee anger ends.
* If set to 0 the bee will not be angry.
* Defaults to 0.
**HasNectar: \[true/false\] (4.9)**
* Whether the bee is carrying pollen.
* Defaults to false.
**HasStung: \[true/false\] (4.9)**
* Whether the bee has stung an entity.
* Defaults to false.
#### Chicken
**Jockey: \[true/false\]**
* Wether or not the chicken is a chickenjockey.
* Doesn't really do anything, but it's nice to have options.
* Defaults to false.
#### Creepers
**ExplosionRadius: \[number\]**
* Sets the radius/power of the creepers explosion
**FuseTicks: \[number\]**
* Sets the number of ticks it takes for creepers to explode.
**SuperCharged: \[true/false\]**
* Wether the creeper should spawn as a super charged creeper.
* Defaults to false.
**PreventSuicide: \[true/false\]**
* Prevents creepers from dying upon exploding.
* Defaults to false.
#### Endermen
**PreventTeleport: \[true/false\]**
* Meant for Endermen but //might// work on other mobs. May break teleport skills!
* Defaults to false.
#### Falling Blocks
**Block: \[Material type\]**
* Determines the type of the block.
* Defaults to STONE
**BlockData: \[Number\]**
* Additional field for inputting blockdata.
* Defaults to 0
**DropsItem: \[true/false\]**
* Drops the falling block's item.
* Defaults to true
**HurtsEntities: \[true/false\]**
* Damages entities on impact.
* Defaults to true
#### Fox
**Type: \[Entity type\] (4.9)**
* Determines the type of the fox.
* Can be RED or SNOW
* Defaults to RED
#### Horses, Donkeys, and Mules
**HorseArmor: \[armor\_type\]**
* Used for horses to set the type of armor they have on.
* Can be iron, gold, or diamond
* [armor_type] must be in lower case
**CarryingChest: \[true/false\]**
* Used for donkeys to set whether they are carrying a chest or not.
* Defaults to false.
**HorseColor: \[horse\_color\]**
* Sets color of the horse
* Colors can be BLACK, BROWN, CHESTNUT, CREAMY, DARK_BROWN, GRAY or WHITE
**Saddled: \[true/false\]**
* Used for horses to set whether they are saddled or not.
* Defaults to false.
**HorseStyle: \[horse\_style\]**
* Sets the style of the horse.
* Styles can be BLACK_DOTS, WHITE, WHITE_DOTS, WHITEFIELD
**Tamed: \[true/false\]**
* Used for horses to set whether they are tamed or not.
* Defaults to false.
**HorseType: \[type\]**
* Defines the type of horse
* Can be UNDEAD_HORSE, SKELETON_HORSE, MULE, DONKEY or HORSE
* Defaults to HORSE
* Removed in MC 1.11+, use [[databases/mobs/types|mob type]] instead.
#### Iron Golem
**PlayerCreated: \[true/false\]**
* Acts as if the player built the mob.
* Defaults to false.
#### Ocelots
**Ocelot: \[type\] (4.9)**
* Sets the type of ocelot
* Types can be BLACK_CAT, RED_CAT, SIAMESE_CAT, WILD_OCELOT
* Defaults to WILD_OCELOT
#### Panda
**MainGene: \[Gene Type\] (4.9)**\*
* Sets the main gene that the panda can pass on to it's offspring.
* Can be NORMAL, AGGRESSIVE, LAZY, WORRIED, PLAYFUL, WEAK, BROWN
* Defaults to NORMAL
**HiddenGene: \[Gene Type\] (4.9)**\*
* Sets the hidden gene that the panda can pass on to it's offspring.
* Can be NORMAL, AGGRESSIVE, LAZY, WORRIED, PLAYFUL, WEAK, BROWN
* Defaults to NORMAL
#### Pigs
**Saddled: \[true/false\]**\*
* Wether or not the pig spawns with a saddle.
* Defaults to false
#### Rabbits
**RabbitType: \[rabbit\_type\]**
* Sets type of rabbit
* Types can be BLACK, BLACK_AND_WHITE, BROWN, GOLD, SALT_AND_PEPPER, THE_KILLER_BUNNY or WHITE
**Baby: \[true/false\]**
* Not sure why this exists.
* Defaults to false.
#### Sheep
**Sheared: \[true/false\]**
* Sheep is already sheared.
* Defaults to false.
#### Silverfish
**PreventBlockInfection: \[true/false\]**
* Prevent silverfish from infecting blocks.
* Defaults to true.
#### Snow Golem
**Derp: \[true/false\]**
* Defaults to false.
**PreventSnowFormation: \[true/false\]**
* Prevent snowmen from creating snow.
* Defaults to false.
#### TNT
**FuseTicks: \[number\]**
* How long the TNT takes to explode
* Defaults to -1 (instantly)
**ExplosionYield: \[number\]**
* Determines the strength of the explosion
* Defaults to -1 (none)
**Incendiary: \[true/false\]**
* Wether the explosion is capable of starting fires
* Defaults to false
#### Tropical Fish
**Pattern: \[type\]**
* Sets the shape of the fish
* Types can be BETTY, BLOCKFISH, BRINELY, CLAYFISH, DASHER, FLOPPER, GLITTER, KOB, SNOOPER, SPOTTY, STRIPEY, or SUNSTREAK.
**BodyColor: \[color\]**
* Sets the primary color of the fish
* Color can be BLACK, BLUE, BROWN, CYAN, GRAY, GREEN, LIGHT_BLUE, LIGHT_GRAY, LIME, MAGENTA, ORANGE, PINK, PURPLE, RED, WHITE, or YELLOW.
**PatternColor: \[color\]**
* Sets the secondary color of the fish
* Color can be BLACK, BLUE, BROWN, CYAN, GRAY, GREEN, LIGHT_BLUE, LIGHT_GRAY, LIME, MAGENTA, ORANGE, PINK, PURPLE, RED, WHITE, or YELLOW.
#### Villagers
**HasTrades: \[true/false\]**
* Villager can be traded with.
* Defaults to false.
**VillagerType: \[type\]**
* Specifies the profession of the villager type mob.
* Can be "BLACKSMITH", "BUTCHER", "FARMER", "LIBRARIAN" or "PRIEST".
* Villagers without this option will roll a random profession on their initial spawn.
* Examples:
* **VillagerType: BLACKSMITH**
#### Zombies (all variants)
**PreventJockeyMounts: \[true/false\] (4.9)**
* Sets whether the zombie will spawn as a jockey.
* Only works for Zombies.
* Defaults to false.
**PreventTransformation: \[true/false\] (4.8)**
* Sets whether zombies can be turned into pigmen/drowned.
* Only works for Zombies.
* Defaults to false.
**ReinforcementsChance: \[number\]**
* Chance for zombies to spawn reinforcements on taking damage.
* Should be a number between 0 and 1 (0% and 100% chance)
* Only works for Zombies.
* Defaults to 0.
#### Zombie Villagers
**Profession: \[type\]** (2.4)
* Sets the type of the villager the zombie should represent.
* This option will also make the zombie turn into the respective villager type when being cured using potions.
* Can be "FARMER", ... FIXME
------------------------------------------------------------------------
### Group specific options
#### Breedable mobs
**Age: \[number\]**
* -1 for Baby. 1 for Adults
* What the age of the mob will be.
* Usable on any mob that can age. For example: Sheep, Pigs, Cows...
* Defaults to 1.
* Use very low negative numbers to mess with the mobs model (not supported)
* May not be working properly
**AgeLock: \[true/false\]**
* Whether the mobs age should be locked in place.
* Useful for keeping a baby mob from growing up over time.
* Defaults to false
* This is required if you want Age option to work
**Baby: \[true/false\]**
* Sets baby/adult status of mob.
* Use if **Age: [number]** does not work.
#### Colorable Mobs
Used for sheep and wolves.
**Color: \[number\]**
* Number between 0 and 15
* Sets the wool color of sheep or the collar color of wolves
* **NOTE: in MythicMobs 2.0.0 this has changed to a string value.**
* **The string is the name of the color you want. Ex: Color: RED**
* [[http://minecraft.gamepedia.com/Wool|http://minecraft.gamepedia.com/Wool]]
#### Neutral mobs
Used for wolves and zombie pigmen.
**Angry: \[true/false\]**
* Whether the mob will spawn angry or not.
* **Note: Due to a Bukkit/Spigot bug wolves can not be spawned angry with this option.**
* **Use AIGoalSelectors and AITargetSelectors if you want to spawn angry wolves.**
#### Slimes & Magma Cubes
**PreventSlimeSplit: \[true/false\]**
* Prevents slimes and magmacubes from splitting.
**Size: \[number\]**
* Sets the size of slimes, magma cubes, and phantoms.
* Normal slimes are between 1 and 8.
* Can get VERY big and get exponentially larger with each increase.
* Extremely high size will cause server lag and possibly crashes.
#### Tameable Mobs
**Tameable: \[true/false\]**
* Allows players to tame the mobs. Used for wolves, cats and horses.
* Defaults to false.
------------------------------------------------------------------------
\ No newline at end of file
Clone repository
  • Home
  • Changelogs
  • Premium Features
  • Commands and Permissions
  • FAQ / Common Issues
  • Mythic Add-ons
  • Compatible Plugins
  • API Information

Mobs

  • Overview
  • Types
  • Mob Options
  • Mob Levels
  • Mob Factions
  • Power Scaling
  • Damage Modifiers
  • Equipment
  • BossBar
  • Custom AI
  • Custom Kill Messages
  • Threat Tables
  • Immunity Tables
  • Extra: Disguises
  • Extra: MiniaturePets

Skills

  • Overview
  • Mechanics
  • Effects
  • Targeters
  • Triggers
  • Conditions
  • Placeholders
  • Variables

Items & Drops

  • Drops and Drop Tables
  • Options
  • Attributes
  • Enchantments
  • Potions
  • Banner Layers

Spawning

  • Spawners
  • Random Spawns