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.
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
#### All mobs
===========
- arrow
**AlwaysShowName: \[true/false\]**
- babyzombievillager
- bat
- Whether the name-tag should always be displayed, even when not looking at the mob and through blocks.
- blaze
- Equivalent of the NBT-tag "CustomNameVisible"
- block - Disguise a mob as (literally) a block
- MC 1.8 and earlier: armor stands only
- boat
- MC 1.9 and later: all entites
- cave_spider
- Defaults to false.
- chicken
- cow
**AttackSpeed: \[number\]** (2.4)
- creeper
- donkey
* Sets the attack speed of the mob.
- dropped_item - Disguses a mob as a dropped item.
* Defaults to vanilla attack speed for the respective mobs.
- egg
- ender_crystal
**ApplyInvisibility: \[true/false\]** (4.9)
- ender_dragon
- ender_pearl
* Sets permanent invisibility effect on the mob (No need for invisibility potions ~onSpawn).
- ender_signal
* Defaults to false.
- enderman
- experience_orb
**Collidable: \[true/false\]** (2.4)
- fireball
- firework
* Whether the mob has collision.
- fishing_hook
* Defaults to true.
- ghast
* 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.
- giant
- horse
**Despawn: \[true/false\]**
- iron_golem
- item_frame
* Determines whether mobs will despawn if no players are nearby.
- leash_hitch
* Should generally be turned on if you are using a lot of a mob spawners or entities will overwhelm your server.
- magma_cube
* Equivalent NBT-tag is "PersistenceRequired"
- minecart
* Defaults to true.
- minecart_chest
- minecart_furnace
**FollowRange: \[value\]**
- minecart_hopper
- minecart_mob_spawner
* Max distance the mob will hold aggro on a target.
- minecart_tnt
* Also defines max range at which a target will aggro a player initially.
- mule
* Defaults to standard respective minecraft follow range
- mushroom_cow
- ocelot
**Glowing: \[true/false\]** (2.4)
- painting
- pig
* Whether the mob should permanently be glowing.
- pig_zombie
* Defaults to false.
- player - Disguise a mob as a player!
- polar_bear
**Invincible: \[true/false\]**
- primed_tnt
- rabbit
* Makes the mob completely invincible to all types of damage.
- sheep
* //Cannot// be changed by command skills!
- silverfish
* Defaults to false.
- skeleton
- skeleton_horse
**Interactable: \[true/false\]**
- slime
- small_fireball
* Make the mob none interactable. In case of armor stand, denies interacts with its equipment.
- snowball
* Defaults to false.
- snowman
- spider
**LockPitch: \[true/false\] (4.9)**
- splash_potion
- squid
* Requires protocollib, keeps mobs heads from looking up/down.
- thrown_exp_bottle
* Defaults to false.
- undead_horse
- villager
**KnockbackResistance: \[number\]**
- witch
- wither
* Number between 0 and 1 that defines resistance of mob to knockbacks. Defaults to 0.
- wither_skeleton
* 0.1 = 10%, 0.5 = 50% 1 = 100%
- wither_skull
* Note that mobs with 100% resistance can still be knocked back by weapons enchanted with knockback or explosions.
- wolf
- zombie
**MaxCombatDistance: \[number\]**
- zombie_villager
* The mob cannot be damaged by players further away than # many blocks.
### Options
* 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.
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).
**MovementSpeed: \[number\]**
- Disguise.Burning: true - Causes the mob to always appear to be burning
* The movement speed of the mob.
- Disguise.Blocking: true - Causes certain disguises to be stuck in the “blocking” animation.
* Most mobs default to movement speed of 0.2
- Disguise.Invisible: true - Makes the mob permanently invisible
* Values above 1 tend to make the mob difficult / impossible to fight.
- 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)
**NoAI: \[true/false\]***(2.2.1)*
- 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.
* Wether or not the mob should have AI. //Will override any settings specified in AIGoalSelectors!//
- Disguise.ModifyBoundingBox: false - Setting this to false will make mobs keep their original hitbox.
* As opposed to AIGoalSelectors, this will work on Enderdragons and Withers.
- Disguise.Glowing: [true/false] - Makes the disguise glow permanently.
* Defaults to false.
- Disguise.Gliding: [true/false] - Makes the disguise glide permanently.
**NoDamageTicks:\[number\]**
“Glowing” and “Gliding” were added in version 2.3.2.
* Defines how long the mob is invulnerable after being hit.
Excessive Example:
* If ImmunityTables are turned on for the mob, NoDamageTicks are per player as opposed to global.
```
* Defaults to 10.
SneakyDisguisingMob:
Type: wither_skeleton
**NoGravity: \[true/false\]** (2.5, MC 1.10)
Display: 'meh'
CustomKillMessages:
* Whether the mob should not have gravity.
- '<target.name> was sneaked upon! (to death)'
* Defaults to false.
Health: 128
* Note that when this is true, the mob CANNOT have the skill [[skills/mechanics/velocity|velocity]] used on it.
Disguise:
Type: player
**Persistent: \[true/false\]**
Skin: 'meeeh'
Player: Steve
* Makes the mob immune to the "mm m killall" command
Burning: true
* The mob can still despawn if "Despawn" is set to true
Blocking: true
* The mob can still be killed if targeted in the "mm m kill X" command or using a "minecraft:kill" command
Invisible: false
* Defaults to false
ShowName: false
Sneaking: true
**PreventItemPickup: \[true/false\]**
Sprinting: true
ModifyBoundingBox: false
* Prevents mobs from picking up items.
```
* Defaults to true.
#### Nameplates
**PreventLeashing: \[true/false\]**
Added in 4.1
* Whether to prevents a leash from being placed on the mob.
Nameplates allow you to extend the nameplates of Player-disguise mobs, which are normally limited to 16 characters.
* Defaults to true
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.
**PreventMobKillDrops: \[true/false\]**
```
* Prevents mobs killed by that MythicMob from dropping loot.
Monkey:
* Defaults to false.
Type: skeleton
* ''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!''
Display: "this display name is too long for players normally"
* This is fixed in version 2.5.0
Disguise:
Type: player
**PreventOtherDrops: \[true/false\]**
Skin: Kurdie
```
* Should MythicMobs block the mob from dropping its normal items?
This feature requires LibsDisguises and the Holograms plugin: [https://www.spigotmc.org/resources/holograms.4924/](https://www.spigotmc.org/resources/holograms.4924/)
* Defaults to false.
#### Examples
**PreventRandomEquipment: \[true/false\]**
Examples of Disguises being used:
* Whether a mob should be allowed to spawn with random equipment.
* Defaults to false.
```
MobType: skeleton
**PreventRenaming: \[true/false\]**
Disguise:
Type: player
* Whether to prevent renaming using a nametag.
Player: '&8Not Darkitect'
* Defaults to true.
Skin: Darkitect
```
**PreventSunburn: \[true/false\]**
```
MobType: skeleton
* Whether to prevent the mob from burning in the sun.
Health: 20
* Defaults to false.
Disguise:
Type: player
**RepeatAllSkills: \[true/false\]**
Player: Ashijin
Skin: Notch
* Whether to repeat HP based skills if a mob heals back above the health threshold for them.
```
* Defaults to false.
```
MobType: skeleton
**ShowHealth: \[true/false\]**
Health: 20
Disguise:
* 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**
Type: pig
* Defaults to false.
```
**Silent: \[true/false\]**
* Whether or not a mob should use vanilla sound effects.