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Disguises
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Mob Options
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===========
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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.
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<img src="http://fs5.directupload.net/images/160306/36ll7s25.jpg" width="500" height="200" alt="http://fs5.directupload.net/images/160306/36ll7s25.jpg" />
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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
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This is a database of all options available when creating a mob in
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MythicMobs. These options go under the Options tag like so:
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Also also note that disguises are likely to break if you capitalize the disguise type.
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VeryFastSkeleton:
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Type: skeleton
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Display: 'Very Fast Skeleton'
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Options:
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MovementSpeed: 0.3
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NoDamageTicks: 50
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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.
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### Universal options
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Below is a list of disguise types that can be assigned to a mob using the disguise mob option.
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These options are universal and will work regardless of the mobtype.
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Available Disguises
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===========
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- arrow
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- babyzombievillager
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- bat
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- blaze
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- block - Disguise a mob as (literally) a block
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- boat
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- cave_spider
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- chicken
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- cow
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- creeper
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- donkey
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- dropped_item - Disguses a mob as a dropped item.
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- egg
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- ender_crystal
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- ender_dragon
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- ender_pearl
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- ender_signal
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- enderman
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- experience_orb
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- fireball
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- firework
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- fishing_hook
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- ghast
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- giant
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- horse
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- iron_golem
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- item_frame
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- leash_hitch
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- magma_cube
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- minecart
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- minecart_chest
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- minecart_furnace
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- minecart_hopper
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- minecart_mob_spawner
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- minecart_tnt
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- mule
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- mushroom_cow
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- ocelot
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- painting
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- pig
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- pig_zombie
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- player - Disguise a mob as a player!
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- polar_bear
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- primed_tnt
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- rabbit
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- sheep
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- silverfish
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- skeleton
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- skeleton_horse
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- slime
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- small_fireball
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- snowball
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- snowman
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- spider
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- splash_potion
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- squid
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- thrown_exp_bottle
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- undead_horse
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- villager
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- witch
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- wither
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- wither_skeleton
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- wither_skull
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- wolf
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- zombie
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- zombie_villager
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### Options
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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).
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- Disguise.Burning: true - Causes the mob to always appear to be burning
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- Disguise.Blocking: true - Causes certain disguises to be stuck in the “blocking” animation.
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- Disguise.Invisible: true - Makes the mob permanently invisible
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- Disguise.Name: - Sets the disguised entity name
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- Disguise.ShowName: true - Displays a nametag over certain disguises that would not normally have one (such as a block or item)
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- Disguise.Sneaking: true - Causes certain disguises to be stuck in the “sneaking” animation.
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- Disguise.Sprinting: true - Causes certain disguises to be stuck in the “sprinting” animation.
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- Disguise.ModifyBoundingBox: false - Setting this to false will make mobs keep their original hitbox.
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- Disguise.Glowing: [true/false] - Makes the disguise glow permanently.
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- Disguise.Gliding: [true/false] - Makes the disguise glide permanently.
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“Glowing” and “Gliding” were added in version 2.3.2.
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Excessive Example:
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```
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SneakyDisguisingMob:
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Type: wither_skeleton
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Display: 'meh'
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CustomKillMessages:
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- '<target.name> was sneaked upon! (to death)'
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Health: 128
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Disguise:
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Type: player
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Skin: 'meeeh'
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Player: Steve
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Burning: true
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Blocking: true
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Invisible: false
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ShowName: false
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Sneaking: true
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Sprinting: true
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ModifyBoundingBox: false
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```
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#### Nameplates
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Added in 4.1
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Nameplates allow you to extend the nameplates of Player-disguise mobs, which are normally limited to 16 characters.
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To use this, simply have Holograms installed and then leave out the “Player” field in your disguise (skin is still required!).
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If you don't specify the player field, it will use the Display field instead using a custom nameplate.
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```
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Monkey:
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Type: skeleton
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Display: "this display name is too long for players normally"
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Disguise:
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Type: player
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Skin: Kurdie
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```
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This feature requires LibsDisguises and the Holograms plugin: [https://www.spigotmc.org/resources/holograms.4924/](https://www.spigotmc.org/resources/holograms.4924/)
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#### Examples
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Examples of Disguises being used:
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```
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MobType: skeleton
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Disguise:
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Type: player
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Player: '&8Not Darkitect'
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Skin: Darkitect
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```
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```
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MobType: skeleton
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Health: 20
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Disguise:
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Type: player
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Player: Ashijin
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Skin: Notch
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```
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```
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MobType: skeleton
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Health: 20
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Disguise:
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Type: pig
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```
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#### All mobs
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**AlwaysShowName: \[true/false\]**
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- Whether the name-tag should always be displayed, even when not looking at the mob and through blocks.
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- Equivalent of the NBT-tag "CustomNameVisible"
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- MC 1.8 and earlier: armor stands only
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- MC 1.9 and later: all entites
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- Defaults to false.
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**AttackSpeed: \[number\]** (2.4)
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* Sets the attack speed of the mob.
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* Defaults to vanilla attack speed for the respective mobs.
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**ApplyInvisibility: \[true/false\]** (4.9)
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* Sets permanent invisibility effect on the mob (No need for invisibility potions ~onSpawn).
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* Defaults to false.
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**Collidable: \[true/false\]** (2.4)
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* Whether the mob has collision.
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* Defaults to true.
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* 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.
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**Despawn: \[true/false\]**
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* Determines whether mobs will despawn if no players are nearby.
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* Should generally be turned on if you are using a lot of a mob spawners or entities will overwhelm your server.
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* Equivalent NBT-tag is "PersistenceRequired"
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* Defaults to true.
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**FollowRange: \[value\]**
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* Max distance the mob will hold aggro on a target.
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* Also defines max range at which a target will aggro a player initially.
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* Defaults to standard respective minecraft follow range
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**Glowing: \[true/false\]** (2.4)
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* Whether the mob should permanently be glowing.
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* Defaults to false.
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**Invincible: \[true/false\]**
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* Makes the mob completely invincible to all types of damage.
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* //Cannot// be changed by command skills!
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* Defaults to false.
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**Interactable: \[true/false\]**
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* Make the mob none interactable. In case of armor stand, denies interacts with its equipment.
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* Defaults to false.
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**LockPitch: \[true/false\] (4.9)**
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* Requires protocollib, keeps mobs heads from looking up/down.
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* Defaults to false.
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**KnockbackResistance: \[number\]**
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* Number between 0 and 1 that defines resistance of mob to knockbacks. Defaults to 0.
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* 0.1 = 10%, 0.5 = 50% 1 = 100%
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* Note that mobs with 100% resistance can still be knocked back by weapons enchanted with knockback or explosions.
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**MaxCombatDistance: \[number\]**
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* The mob cannot be damaged by players further away than # many blocks.
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* 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.
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**MovementSpeed: \[number\]**
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* The movement speed of the mob.
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* Most mobs default to movement speed of 0.2
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* Values above 1 tend to make the mob difficult / impossible to fight.
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**NoAI: \[true/false\]** *(2.2.1)*
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* Wether or not the mob should have AI. //Will override any settings specified in AIGoalSelectors!//
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* As opposed to AIGoalSelectors, this will work on Enderdragons and Withers.
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* Defaults to false.
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**NoDamageTicks:\[number\]**
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* Defines how long the mob is invulnerable after being hit.
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* If ImmunityTables are turned on for the mob, NoDamageTicks are per player as opposed to global.
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* Defaults to 10.
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**NoGravity: \[true/false\]** (2.5, MC 1.10)
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* Whether the mob should not have gravity.
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* Defaults to false.
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* Note that when this is true, the mob CANNOT have the skill [[skills/mechanics/velocity|velocity]] used on it.
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**Persistent: \[true/false\]**
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* Makes the mob immune to the "mm m killall" command
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* The mob can still despawn if "Despawn" is set to true
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* The mob can still be killed if targeted in the "mm m kill X" command or using a "minecraft:kill" command
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* Defaults to false
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**PreventItemPickup: \[true/false\]**
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* Prevents mobs from picking up items.
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* Defaults to true.
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**PreventLeashing: \[true/false\]**
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* Whether to prevents a leash from being placed on the mob.
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* Defaults to true
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**PreventMobKillDrops: \[true/false\]**
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* Prevents mobs killed by that MythicMob from dropping loot.
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* Defaults to false.
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* ''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!''
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* This is fixed in version 2.5.0
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**PreventOtherDrops: \[true/false\]**
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* Should MythicMobs block the mob from dropping its normal items?
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* Defaults to false.
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**PreventRandomEquipment: \[true/false\]**
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* Whether a mob should be allowed to spawn with random equipment.
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* Defaults to false.
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**PreventRenaming: \[true/false\]**
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* Whether to prevent renaming using a nametag.
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* Defaults to true.
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**PreventSunburn: \[true/false\]**
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* Whether to prevent the mob from burning in the sun.
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* Defaults to false.
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**RepeatAllSkills: \[true/false\]**
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* Whether to repeat HP based skills if a mob heals back above the health threshold for them.
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* Defaults to false.
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**ShowHealth: \[true/false\]**
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* 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**
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* Defaults to false.
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**Silent: \[true/false\]**
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* Whether or not a mob should use vanilla sound effects.
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* Defaults to false.
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------------------------------------------------------------------------
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### Mob specific options
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These are specific mob options and will have no effect when used on a
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different mobtype.
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#### Armor Stands
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**CanMove: \[true/false\] (4.9)**
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* Whether an armor stand can move or not.
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* Only applies to armor stand type mobs.
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* Defaults to true.
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* Requires PaperSpigot
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**CanTick: \[true/false\] (4.9)**
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* Whether an armor stand can tick or not.
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* Only applies to armor stand type mobs.
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* Defaults to true.
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* Requires PaperSpigot
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**HasArms: \[true/false\]**
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* Whether an armor stand has arms or not.
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* Only applies to armor stand type mobs.
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* Defaults to false.
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* Broken prior to 2.5.0
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**HasBasePlate: \[true/false\] (4.9)**
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* Whether an armor stand has a baseplate or not.
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* Only applies to armor stand type mobs.
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* Defaults to true.
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**HasGravity: \[true/false\]**
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* Whether an armor stand is affected by gravity or not.
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* Only applies to armor stand type mobs.
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* Defaults to true.
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**Invisible: \[true/false\]**
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* Whether an armor stand is invisible or not.
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* Only applies to armor stand type mobs.
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* Defaults to false.
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**ItemBody: \[MythicItem Name\]**
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* Designates the Mythic Item that should go in the body/chest slot of an armor stand.
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* Only applies to armor stand type mobs.
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**ItemFeet: \[MythicItem Name\]**
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* Designates the Mythic Item that should go in the feet slot of an armor stand.
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* Only applies to armor stand type mobs.
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**ItemHand: \[MythicItem Name\]**
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* Designates the Mythic Item that should go in the hand slot of an armor stand.
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* Only applies to armor stand type mobs.
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**ItemHead: \[MythicItem Name\]**
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* Designates the Mythic Item that should go in the head slot of an armor stand.
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* Only applies to armor stand type mobs.
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**ItemLegs: \[MythicItem Name\]**
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* Designates the Mythic Item that should go in the legs slot of an armor stand.
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* Only applies to armor stand type mobs.
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**Marker: \[true/false\]**
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* Whether the Armor Stand should be a marker.
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* Setting this option to true will prevent the armor stand from being destroyed in the game - making it completely non-interactable.
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**Small: \[true/false\]**
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* Whether an armor stand is small or not.
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* Only applies to armor stand type mobs.
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* Defaults to false.
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**Pose:** (2.4.4)
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- **Head: \[0,0,0\]**
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- **Body: \[0,0,0\]**
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- **LeftArm: \[0,0,0\]**
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- **RightArm: \[0,0,0\]**
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- **LeftLeg: \[0,0,0\]**
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- **RightLeg: \[0,0,0\]**
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- All these values default to zero.
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- All values accept number ranges - see example below.
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- Note that these pose options will not be recognized under the
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options-tag but must be set like this:
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- `Mob:
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Type: armor_stand
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Pose:
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Head: 0,50,0
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Body: 0,10,10
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LeftArm: 0 to 360,0,0
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RightArm: 0 to 90,0,0`
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#### Bees
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**Anger: \[number\] (4.9)**
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* Sets the time in ticks until bee anger ends.
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* If set to 0 the bee will not be angry.
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* Defaults to 0.
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**HasNectar: \[true/false\] (4.9)**
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* Whether the bee is carrying pollen.
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* 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 |