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Mobs/Options.md
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Mob Options Disguises
=========== ===========
<img src="http://fs5.directupload.net/images/160306/36ll7s25.jpg" width="500" height="200" alt="http://fs5.directupload.net/images/160306/36ll7s25.jpg" /> 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.
This is a database of all options available when creating a mob in 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
MythicMobs. These options go under the Options tag like so:
VeryFastSkeleton: Also also note that disguises are likely to break if you capitalize the disguise type.
Type: skeleton
Display: 'Very Fast Skeleton'
Options:
MovementSpeed: 0.3
NoDamageTicks: 50
### Universal options 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.
These options are universal and will work regardless of the mobtype. Below is a list of disguise types that can be assigned to a mob using the disguise mob option.
#### All mobs Available Disguises
===========
**AlwaysShowName: \[true/false\]** - arrow
- babyzombievillager
- Whether the name-tag should always be displayed, even when not looking at the mob and through blocks. - bat
- Equivalent of the NBT-tag "CustomNameVisible" - blaze
- MC 1.8 and earlier: armor stands only - block - Disguise a mob as (literally) a block
- MC 1.9 and later: all entites - boat
- Defaults to false. - cave_spider
- chicken
**AttackSpeed: \[number\]** - cow
- creeper
- Sets the attack speed of the mob. - donkey
- Defaults to vanilla attack speed for the respective mobs. - dropped_item - Disguses a mob as a dropped item.
- egg
**ApplyInvisibility: \[true/false\]** (4.9) - ender_crystal
- ender_dragon
- Sets permanent invisibility effect on the mob (No need for invisibility potions ~onSpawn). - ender_pearl
- Defaults to false. - ender_signal
- enderman
**Collidable: \[true/false\]** - experience_orb
- fireball
- Whether the mob has collision. - firework
- Defaults to true. - fishing_hook
- **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. - ghast
- giant
**Despawn: \[true/false\]** - horse
- iron_golem
- Determines whether mobs will despawn if no players are nearby. - item_frame
- Should generally be turned on if you are using a lot of a mob spawners or entities will overwhelm your server. - leash_hitch
- Equivalent NBT-tag is "PersistenceRequired" - magma_cube
- Defaults to true. - minecart
- minecart_chest
**FollowRange: \[value\]** - minecart_furnace
- minecart_hopper
- Max distance the mob will hold aggro on a target. - minecart_mob_spawner
- Also defines max range at which a target will aggro a player initially. - minecart_tnt
- Defaults to standard respective minecraft follow range - mule
- mushroom_cow
**Glowing: \[true/false\]** - ocelot
- painting
- Whether the mob should permanently be glowing. - pig
- Defaults to false. - pig_zombie
- player - Disguise a mob as a player!
**Invincible: true/false** - polar_bear
- primed_tnt
- Makes the mob completely invincible to all types of damage. - rabbit
- //Cannot// be changed by command skills! - sheep
- Defaults to false. - silverfish
- skeleton
**Interactable: true/false** - skeleton_horse
- slime
- Make the mob none interactable. In case of armor stand, denies interacts with its equipment. - small_fireball
- Defaults to false. - snowball
- snowman
**LockPitch: true/false ** (4.9) - spider
- splash_potion
- Requires protocollib, keeps mobs heads from looking up/down. - squid
- Defaults to false. - thrown_exp_bottle
- undead_horse
**KnockbackResistance: number** - villager
- witch
- Number between 0 and 1 that defines resistance of mob to knockbacks. Defaults to 0. - wither
- ```0.1 = 10%```, ```0.X = X0%```, ```1 = 100%``` - wither_skeleton
- **Note:** mobs with 100% resistance can still be knocked back by weapons enchanted with knockback or explosions. - wither_skull
- wolf
**MaxCombatDistance: number** - zombie
- zombie_villager
- 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. ### Options
**MovementSpeed: \[number\]** 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).
- The movement speed of the mob. - Disguise.Burning: true - Causes the mob to always appear to be burning
- Most mobs default to movement speed of 0.2 - Disguise.Blocking: true - Causes certain disguises to be stuck in the “blocking” animation.
- Values above 1 tend to make the mob difficult / impossible to fight. - Disguise.Invisible: true - Makes the mob permanently invisible
- Disguise.Name: - Sets the disguised entity name
**NoAI: \[true/false\]** - 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.
- Wether or not the mob should have AI. //Will override any settings specified in AIGoalSelectors!// - Disguise.Sprinting: true - Causes certain disguises to be stuck in the “sprinting” animation.
- As opposed to AIGoalSelectors, this will work on Enderdragons and Withers. - Disguise.ModifyBoundingBox: false - Setting this to false will make mobs keep their original hitbox.
- Defaults to false. - Disguise.Glowing: [true/false] - Makes the disguise glow permanently.
- 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.
- If ImmunityTables are turned on for the mob, NoDamageTicks are per player as opposed to global. Excessive Example:
- Defaults to 10. ```
SneakyDisguisingMob:
**NoGravity: \[true/false\]** Type: wither_skeleton
Display: 'meh'
- Whether the mob should not have gravity. CustomKillMessages:
- Defaults to false. - '<target.name> was sneaked upon! (to death)'
- Note that when this is true, the mob CANNOT have the skill [[skills/mechanics/velocity|velocity]] used on it. Health: 128
Disguise:
**Persistent: \[true/false\]** Type: player
Skin: 'meeeh'
- Makes the mob immune to the "mm m killall" command Player: Steve
- The mob can still despawn if "Despawn" is set to true Burning: true
- The mob can still be killed if targeted in the "mm m kill X" command or using a "minecraft:kill" command Blocking: true
- Defaults to false Invisible: false
ShowName: false
**PreventItemPickup: \[true/false\]** Sneaking: true
Sprinting: true
- Prevents mobs from picking up items. ModifyBoundingBox: false
- Defaults to true. ```
**PreventLeashing: \[true/false\]** #### Nameplates
- Whether to prevents a leash from being placed on the mob. Added in 4.1
- Defaults to true 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!).
**PreventMobKillDrops: \[true/false\]** If you don't specify the player field, it will use the Display field instead using a custom nameplate.
- Prevents mobs killed by that MythicMob from dropping loot. ```
- Defaults to false. Monkey:
- ''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!'' Type: skeleton
- This is fixed in version 2.5.0 Display: "this display name is too long for players normally"
Disguise:
**PreventOtherDrops: \[true/false\]** Type: player
Skin: Kurdie
- Should MythicMobs block the mob from dropping its normal items? ```
- Defaults to false. This feature requires LibsDisguises and the Holograms plugin: [https://www.spigotmc.org/resources/holograms.4924/](https://www.spigotmc.org/resources/holograms.4924/)
**PreventRandomEquipment: \[true/false\]** #### Examples
- Whether a mob should be allowed to spawn with random equipment. Examples of Disguises being used:
- Defaults to false.
```
**PreventRenaming: \[true/false\]** MobType: skeleton
Disguise:
- Whether to prevent renaming using a nametag. Type: player
- Defaults to true. Player: '&8Not Darkitect'
Skin: Darkitect
**PreventSunburn: \[true/false\]** ```
```
- Whether to prevent the mob from burning in the sun. MobType: skeleton
- Defaults to false. Health: 20
Disguise:
**RepeatAllSkills: \[true/false\]** Type: player
Player: Ashijin
- Whether to repeat HP based skills if a mob heals back above the health threshold for them. Skin: Notch
- Defaults to false. ```
```
**ShowHealth: \[true/false\]** MobType: skeleton
Health: 20
- 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** Disguise:
- Defaults to false. Type: pig
```
**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:**
- **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: \[type\]**
- 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.
------------------------------------------------------------------------ ------------------------------------------------------------------------
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