All options available when creating a mob. Most of these options go under the Options
section, like so:
Dummy:
Type: skeleton
Options:
MovementSpeed: 0.3
PreventSunburn: true
Universal options
These options are universal and will work regardless of the mob type.
AlwaysShowName
Whether the name-tag is always displayed.
Equivalent to the NBT-tag CustomNameVisible
.
Defaults to false
.
Options:
AlwaysShowName: false
Invisible
Sets the permanent invisibility effect on the mob; no need to apply invisibility potion with ~onSpawn
trigger.
Defaults to false
.
Options:
Invisible: true
Collidable
Whether the mob has collisions. Collisions in Minecraft are bidirectional, so this would need to be set to false
on both
the entity colliders to ensure that no collisions takes place but will also stop the player from pushing the mob. Defaults to true
.
Options:
Collidable: true
DigOutOfGround
Teleports the mob two blocks up if it takes SUFFOCATION
damage. Defaults to false
.
Options:
DigOutOfGround: false
Despawn
Determines how the mob will despawn.
This option should be turned on if you're using a lot of mob spawners or entities will overwhelm your server.
Defaults to true
.
Available values:
-
true
- despawns the mob if there are no nearby players, on chunk unload. -
false
- similar topersistent
but can be despawned. -
chunk
- despawns the mob when the chunk unloads. -
persistent
- the mob is persistent and doesn't despawn. To remove a persistent mob, you have to either use the kill command (/mm m kill <type>
) or append the-p
flag to the killall one (/mm m killall -p
). More information on the subject can be found here.
Options:
Despawn: true
FollowRange
The range in blocks within which a mob will target to attack or track an entity.
Defaults to vanilla follow range - 32
.
Options:
FollowRange: 32
Glowing
Sets whether the mob is permanently glowing. Defaults to false
.
Options:
Glowing: false
HealOnReload
Allows non-respawning mobs to heal once the chunk they are in gets reloaded. Defaults to false
.
Options:
HealOnReload: false
Invincible
Makes the mob completely invincible to all types of damage. This option cannot be changed by command skills.
Defaults to false
.
Options:
Invincible: false
Interactable
Sets whether the mob can be interacted with. If the mob is an armor stand, it will deny any interaction with the equipments.
Defaults to false
.
Options:
Interactable: false
LockPitch
Keeps the mob's head from looking up/down. Requires ProtocolLib.
Defaults to false
.
Options:
LockPitch: false
KnockbackResistance
A percentage of knockback resisted from attacks. This option can be anywhere between 0
and 1
.
But a mob with 100% knockback resistance can still be knocked back by a bow's enchantment: ARROW_KNOCKBACK
(punch enchantment).
For true knockback resistance, see the velocity mechanic page. Defaults to 0
.
Options:
KnockbackResistance: 0.5
MaxCombatDistance
Prevents players that are a number of blocks away from damaging the mob.
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.
Defaults to 256
.
Options:
MaxCombatDistance: 256
MovementSpeed
The movement speed of the mob.
Most mobs has a default move speed of 0.2
and any value higher than 1
tends to make a mob difficult or impossible to fight.
Options:
MovementSpeed: 0.2
NoAI
Whether the mob should have AI. This option overrides any AI goals specified in AIGoalSelectors.
As opposed to AIGoalSelectors, this will work on entities that have hardcoded AI. And if this is set to true
, the mob will never cast any skills.
Defaults to false
.
Options:
NoAI: false
NoDamageTicks
Defines how long in ticks the mob is invulnerable after taking damage.
If ImmunityTables is enabled for the mob, then NoDamageTicks
will be per player instead of global.
Defaults to 10
.
Options:
NoDamageTicks: 20
NoGravity
Whether the mob should not have gravity. If set to true
, the mob CANNOT have the velocity mechanic used on it.
Defaults to false
.
Options:
NoGravity: false
PassthroughDamage
Causes all damage taken to be redirected to the mob's parent, if one exists. A mob's parent is the entity that initially summoned the mob.
Defaults to false
.
Options:
PassthroughDamage: false
PreventItemPickup
Prevent mobs from picking up items;
Defaults to true
.
Options:
PreventItemPickup: false
PreventLeashing
Whether to prevent a leash from being placed on the mob.
Defaults to true
.
Options:
PreventLeashing: false
PreventMobKillDrops
Prevents a MythicMob's target from dropping loot.
Defaults to false
.
Options:
PreventMobKillDrops: false
PreventOtherDrops
Prevents the mob from dropping its vanilla loot table.
Defaults to false
.
Options:
PreventOtherDrops: false
PreventRandomEquipment
Prevents the mob from spawning with random equipment.
Defaults to false
.
Options:
PreventRandomEquipment: false
PreventRenaming
Prevents the mob from being renamed using a nametag.
Defaults to true
.
Options:
PreventRenaming: false
PreventSunburn
Prevents the mob from burning in the sun.
Defaults to false
.
Options:
PreventSunburn: false
RepeatAllSkills
Whether to repeat HP based skills if a mob heals back above the health threshold.
Defaults to false
.
Options:
RepeatAllSkills: false
ReviveHealth
When the mob's death event gets cancelled (via a Cancelevent mechanic ~onDeath) the one specified is the amount of health the mob's will be set to. If the value is -1
, the mob will heal to its own max health value.
#This mob will always return to 50 health every time the death event is cancelled
ExampleMob:
Type: COW
Health: 100
Options:
ReviveHealth: 50
Skills:
- cancelevent{sync=true} @self ~onDeath
#This mob will always return to its maximum health (100) every time the death event is cancelled
ExampleMob:
Type: COW
Health: 100
Options:
ReviveHealth: -1
Skills:
- cancelevent{sync=true} @self ~onDeath
ShowHealth
Displays the health of the mob through messages broadcast within a radius and formatting by Mobs.ShowHealth.Radius
and Mobs.ShowHealth.Formatting
, respectively, in /plugins/MythicMobs/config.yml
Defaults to false
.
Options:
ShowHealth: false
Silent
Whether a mob should use vanilla sound effects.
Defaults to false
.
Options:
Silent: false
Mob specific options
These are specific mob options and will have no effect when used on a different mob type.
Armor Stands
CanMove: [true/false]**
Sets whether an armor stand can move. Defaults to true
and requires PaperSpigot
Dummy:
Type: ARMOR_STAND
Options:
CanMove: true
CanTick
Sets whether an armor stand can tick. Defaults to true
and requires PaperSpigot
Dummy:
Type: ARMOR_STAND
Options:
CanTick: true
HasArms
Sets whether an armor stand has arms. Defaults to false
.
Dummy:
Type: ARMOR_STAND
Options:
HasArms: true
HasBasePlate
Sets whether an armor stand has a baseplate. Defaults to true
Dummy:
Type: ARMOR_STAND
Options:
HasBasePlate: true
HasGravity
Sets whether the armor stand is affected by gravity. Defaults to true
.
Dummy:
Type: ARMOR_STAND
Options:
HasGravity: true
Invisible
Sets whether the armor stand is invisible. Defaults to false
.
Dummy:
Type: ARMOR_STAND
Options:
Invisible: true
ItemBody
Designates the Mythic Item that should go in the body/chest slot of an armor stand.
Dummy:
Type: ARMOR_STAND
Options:
ItemBody: AN_EXAMPLE_CHESTPLATE
ItemFeet
Designates the Mythic Item that should go in the feet slot of an armor stand.
Dummy:
Type: ARMOR_STAND
Options:
ItemFeet: AN_EXAMPLE_BOOTS
ItemHand
Designates the Mythic Item that should go in the main hand slot of an armor stand.
Dummy:
Type: ARMOR_STAND
Options:
ItemHand: AN_EXAMPLE_SWORD
ItemOffhand
Designates the Mythic Item that should go in the off hand slot of an armor stand.
Dummy:
Type: ARMOR_STAND
Options:
ItemOffhand: AN_EXAMPLE_STICK
ItemHead
Designates the Mythic Item that should go in the helmet slot of an armor stand.
Dummy:
Type: ARMOR_STAND
Options:
ItemHead: AN_EXAMPLE_HELMET
ItemLegs
Designates the Mythic Item that should go in the leggings slot of an armor stand.
Dummy:
Type: ARMOR_STAND
Options:
ItemLegs: AN_EXAMPLE_PANTS
Marker
Sets the armor stand as a marker. This option prevents the armor stand from being destroyed in game,
making it completely non-interactable. Defaults to false
.
Dummy:
Type: ARMOR_STAND
Options:
Marker: false
Small
Sets the armor stand to small variant. Defaults to false
.
Dummy:
Type: ARMOR_STAND
Options:
Small: true
Pose
Sets the body part's current pose.
Default values are 0,0,0
and accepts ranges like #to#
.
These will go under the Pose
section instead of the Options
section.
Head
Mob:
Type: armor_stand
Pose:
Head: 0,50,0
Body
Mob:
Type: armor_stand
Pose:
Body: 0,10,10
LeftArm
Mob:
Type: armor_stand
Pose:
Body: 0to360,0,0
RightArm
Mob:
Type: armor_stand
Pose:
RightArm: 0to90,0,0
LeftLeg
Mob:
Type: armor_stand
Pose:
LegLeg: 0,0to80,0
RightLeg
Mob:
Type: armor_stand
Pose:
RightLeg: 20,25,0
Bees
Anger: [number]
* 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]
* Whether the bee is carrying pollen.
* Defaults to false.
HasStung: [true/false]
* Whether the bee has stung an entity.
* Defaults to false.
Cat
CatType: [type]
* Sets the type of cat
* Types can be ALL_BLACK, BLACK, BRITISH_SHORTHAIR, CALICO, PERSIAN, JELLIE, RAGDOLL, RED, SIAMESE, TABBY or WHITE.
CollarColor: [color]
* Sets the color of the cat's collar.
* Available colors are: BLACK, BLUE, BROWN, CYAN, GRAY, GREEN, LIGHT_BLUE, LIGHT_GRAY, LIME, MAGENTA, ORANGE, PINK, PURPLE, RED, WHITE, or YELLOW.
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
* Defaults to 3
FuseTicks: [number]
* Sets the number of ticks it takes for creepers to explode.
* Defaults to 30
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. Set `mobGriefing` gamerule to true for this option to work.
* Defaults to false.
Enderman
PreventTeleport: [true/false]
* Meant for Endermen but //might// work on other mobs. May break teleport skills!
* Defaults to false.
HeldBlock: [Material]
* Sets the block that the Enderman is carrying.
Experience_orb
Experience: [Number]
* Sets the amount of experience give by the experience orb mob.
* Defaults to 1
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
FoxType: [Entity type]
* Determines the type of the fox.
* Can be RED or SNOW
* Defaults to RED
Frog
Type: [Entity type]
* Determines the type of the Frog
* Can be WARM, COLD or TEMPERATE
Hoglin
ImmuneToZombification: [true/false]
* Whether or not the hoglin is immune to being zombified
* Defaults to false
Huntable: [true/false]
* Whether the hoglin is able to be hunted by piglins.
* Defaults to true
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 Must be uppercase,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, NONE
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.
Panda
MainGene: [Gene Type]
* 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]
* 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
Piglin
AbleToHunt: [true/false]
* Whether or not the piglin is able to hunt
* Defaults to false
ImmuneToZombification: [true/false]
* Whether or not the piglin is immune to being zombified
* Defaults to false
Piglin Brutes
ImmuneToZombification: [true/false]
* Whether or not the piglin is immune to being zombified
* Defaults to false
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.
IsKillerBunny: [true/false]
* Sets the rabbit as the Killer Bunny.
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]
* Snow Golem is already sheared pumpkin
* 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.
Check out Trades
Profession: [profession]
* Specifies the profession of the villager type mob.
* Can be ARMORER, BUTCHER, CARTOGRAPHER, CLERIC, FARMER, FISHERMAN, FLETCHER, LEATHERWORKER, LIBRARIAN, MASON, NITWIT, NONE, SHEPHERD, TOOLSMITH, WEAPONSMITH.
* Villagers without this option will roll a random profession on their initial spawn.
* Examples:
Profession: MASON
Type: [type]
* Represents Villager type, usually corresponding to what biome they spawn in.
* Can be DESERT, JUNGLE, PLAINS, SAVANNA, SNOW, SWAMP, TAIGA.
* Defaults to PLAINS.
* Examples:
Type: PLAINS
Level: [level]
* Villager profession level, levels 1 - 5.
* Level 1 villagers might switch professions. If you want a villager to hold its profession, give them a level of 2 or higher.
* Required if setting villager professions.
Zombies (all variants)
PreventJockeyMounts: [true/false]
* Sets whether the zombie will spawn as a jockey.
* Only works for Zombies.
* Defaults to false.
PreventTransformation: [true/false]
* Sets whether zombies can be turned into pigmen/drowned.
* Only works for Zombies.
* Defaults to true.
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 `ARMORER, BUTCHER, CARTOGRAPHER, CLERIC, FARMER, FISHERMAN, FLETCHER, LEATHERWORKER, LIBRARIAN, MASON, NITWIT, NONE, SHEPHERD, TOOLSMITH, WEAPONSMITH.`
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]
* Sets the wool color of sheep or the collar color of wolves
* **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.
* Default to false
Size: [number]
* Sets the size of slimes, magma cubes, and phantoms.
* Can get VERY big and get exponentially larger with each increase.
* Extremely high size will cause server lag and possibly crashes.
* Default to 1to8(Phantoms is 1)
Tameable Mobs
Tameable: [true/false]
* Allows players to tame the mobs. Used for wolves, cats and horses.
* Defaults to false.