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Options · Changes

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Prettied up the page. authored Sep 01, 2020 by Eutherin's avatar Eutherin
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Mobs/Options.md
View page @ 3dd6efa9
......@@ -27,149 +27,149 @@ These options are universal and will work regardless of the mobtype.
- MC 1.9 and later: all entites
- Defaults to false.
**AttackSpeed: \[number\]** (2.4)
**AttackSpeed: \[number\]**
* Sets the attack speed of the mob.
* Defaults to vanilla attack speed for the respective mobs.
- 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.
- Sets permanent invisibility effect on the mob (No need for invisibility potions ~onSpawn).
- Defaults to false.
**Collidable: \[true/false\]** (2.4)
**Collidable: \[true/false\]**
* 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.
- Whether the mob has collision.
- Defaults to true.
- **Note:** 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.
- 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
- 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)
**Glowing: \[true/false\]**
* Whether the mob should permanently be glowing.
* Defaults to false.
- Whether the mob should permanently be glowing.
- Defaults to false.
**Invincible: \[true/false\]**
**Invincible: true/false**
* Makes the mob completely invincible to all types of damage.
* //Cannot// be changed by command skills!
* Defaults to false.
- Makes the mob completely invincible to all types of damage.
- //Cannot// be changed by command skills!
- Defaults to false.
**Interactable: \[true/false\]**
**Interactable: true/false**
* Make the mob none interactable. In case of armor stand, denies interacts with its equipment.
* Defaults to false.
- Make the mob none interactable. In case of armor stand, denies interacts with its equipment.
- Defaults to false.
**LockPitch: \[true/false\] (4.9)**
**LockPitch: true/false ** (4.9)
* Requires protocollib, keeps mobs heads from looking up/down.
* Defaults to false.
- Requires protocollib, keeps mobs heads from looking up/down.
- Defaults to false.
**KnockbackResistance: \[number\]**
**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.
- Number between 0 and 1 that defines resistance of mob to knockbacks. Defaults to 0.
- ```0.1 = 10%```, ```0.X = X0%```, ```1 = 100%```
- **Note:** mobs with 100% resistance can still be knocked back by weapons enchanted with knockback or explosions.
**MaxCombatDistance: \[number\]**
**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.
- The mob cannot be damaged by players further away than ```<number>``` 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.
- 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)*
**NoAI: \[true/false\]**
* 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.
- 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.
- 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)
**NoGravity: \[true/false\]**
* 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.
- 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
- 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.
- 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
- 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
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Whether or not a mob should use vanilla sound effects.
- Defaults to false.
------------------------------------------------------------------------
......@@ -182,80 +182,80 @@ different mobtype.
**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
- 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
- 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
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Whether an armor stand is small or not.
- Only applies to armor stand type mobs.
- Defaults to false.
**Pose:** (2.4.4)
**Pose:**
- **Head: \[0,0,0\]**
- **Body: \[0,0,0\]**
......@@ -279,275 +279,275 @@ different mobtype.
**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.
- 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.
- Whether the bee is carrying pollen.
- Defaults to false.
**HasStung: \[true/false\] (4.9)**
* Whether the bee has stung an entity.
* Defaults to false.
- 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.
- 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
- Sets the radius/power of the creepers explosion
**FuseTicks: \[number\]**
* Sets the number of ticks it takes for creepers to explode.
- 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.
- 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.
- 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.
- 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
- Determines the type of the block.
- Defaults to STONE
**BlockData: \[Number\]**
* Additional field for inputting blockdata.
* Defaults to 0
- Additional field for inputting blockdata.
- Defaults to 0
**DropsItem: \[true/false\]**
* Drops the falling block's item.
* Defaults to true
- Drops the falling block's item.
- Defaults to true
**HurtsEntities: \[true/false\]**
* Damages entities on impact.
* Defaults to true
- 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
- 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
- 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.
- 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
- 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.
- 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
- 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.
- 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.
- 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.
- 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
- 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
- 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
- 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
- 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
- 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.
- Not sure why this exists.
- Defaults to false.
#### Sheep
**Sheared: \[true/false\]**
* Sheep is already sheared.
* Defaults to false.
- Sheep is already sheared.
- Defaults to false.
#### Silverfish
**PreventBlockInfection: \[true/false\]**
* Prevent silverfish from infecting blocks.
* Defaults to true.
- Prevent silverfish from infecting blocks.
- Defaults to true.
#### Snow Golem
**Derp: \[true/false\]**
* Defaults to false.
- Defaults to false.
**PreventSnowFormation: \[true/false\]**
* Prevent snowmen from creating snow.
* Defaults to false.
- Prevent snowmen from creating snow.
- Defaults to false.
#### TNT
**FuseTicks: \[number\]**
* How long the TNT takes to explode
* Defaults to -1 (instantly)
- How long the TNT takes to explode
- Defaults to -1 (instantly)
**ExplosionYield: \[number\]**
* Determines the strength of the explosion
* Defaults to -1 (none)
- Determines the strength of the explosion
- Defaults to -1 (none)
**Incendiary: \[true/false\]**
* Wether the explosion is capable of starting fires
* Defaults to 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.
- 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.
- 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.
- 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.
- 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**
- 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.
- 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.
- 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.
- 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)
**Profession: \[type\]**
* 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
- 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
------------------------------------------------------------------------
......@@ -557,24 +557,24 @@ different mobtype.
**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
- -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
- 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.
- Sets baby/adult status of mob.
- Use if **Age: [number]** does not work.
#### Colorable Mobs
......@@ -582,11 +582,11 @@ 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]]
- 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
......@@ -594,28 +594,28 @@ 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.**
- 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.
- 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.
- 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.
- Allows players to tame the mobs. Used for wolves, cats and horses.
- Defaults to false.
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