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
VisibleByDefault
Sets whether the mob is visible by default when the mobs spawns or when the mob gets loaded.
Defaults to true
.
Options:
VisibleByDefault: true
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, or the entity you are making requires some special behavior regarding its despawn policy (Npcs, Bosses etc.)
Defaults to true
.
Mode | Aliases | Description |
---|---|---|
NORMAL | TRUE, YES | - Despawns if no players are nearby - Despawns if the server is restarted - Despawns if the chunk is unloaded - Is killed by normal mythicmobs kill commands |
CHUNK | - Despawns if the server is restarted - Despawns if the chunk is unloaded - Is killed by normal mythicmobs kill commands |
|
NEVER | FALSE, NO | - Is killed by normal mythicmobs kill commands |
PERSISTENT | ||
NPC | - Despawns if the server is restarted - Despawns if the chunk is unloaded |
For the PERSISTENT despawn mode: 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-despawning 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: true
PreventVanillaDamage
Cancels every instance of the mob dealing "regular" vanilla damage, canceling it.
Skills that triggers onAttack will still be executed.
Defaults to false
.
Options:
PreventVanillaDamage: true
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
UseThreatTable
Whether the mob should have Threat Tables enabled
Options:
UseThreatTable: true
Group specific options
Boat & BoatChest
Type
The type of the boat entity.
Aliases: BoatType
.
Defaults to OAK
Options:
BoatType: MANGROVE
Breedable mobs
Age
The age of the mob. Use -1
for Baby and 1
for Adults.
Usable on any mob that can age. For example: Sheep, Pigs, Cows...
When above 0, represents the number of ticks before this mob can breed again.
Equivalent to the Age
NBT.
Use very low negative numbers to mess with the mobs model (not supported).
May not be working properly under some situations.
Defaults to 1
.
Options:
Age: -1
AgeLock
Whether the mobs age should be locked in place.
Useful for keeping a baby mob from growing up over time.
This is required if you want Age option to work over time.
Defaults to false
.
Options:
AgeLock: true
Adult
Sets adult status of mob.
Use if Age
does not work.
Options:
Adult: true
Baby
Sets baby/adult status of mob.
Use if Age
does not work.
Options:
Baby: true
Colorable Mobs
Used for Horses, Llamas, TraderLlamas, Parrots, Sheeps, Shulkers, TropicalFishes and Wolves
Color
Sets the color of the mob (wool color of sheep or the collar color of wolves)
The value can be any of this Colors
Defaults to WHITE
.
Options:
Color: RED
Neutral Entities
Used for wolves and zombie pigmen, for instance.
Angry
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. Defaults to
false
.
Options:
Angry: true
Slimes & Magma Cubes
PreventSlimeSplit
Prevents slimes and magmacubes from splitting.
Default to false
.
Options:
PreventSlimeSplit: true
Entities with variable size
Size
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
)
Options:
Size: 10
Raiders
CanJoinRaid
Whether the entity can join a raid.
Defaults to true
.
Options:
CanJoinRaid: false
PatrolLeader
Whether the entity is the leader of a patrol.
Defaults to false
.
Options:
PatrolLeader: true
PatrolSpawnPoint
Defaults to false
.
Options:
PatrolSpawnPoint: true
Tameable Mobs
Tameable
Whether players are able to tame the mob. Used for wolves, cats and horses.
Defaults to false
.
Options:
Tameable: true
Zombies (all variants)
PreventJockeyMounts
Sets whether the zombie will be prevented from spawning as a jockey.
Only works for Zombies.
Defaults to false
.
Options:
PreventJockeyMounts: true
PreventTransformation
Sets whether zombies should be prevented from being turned into pigmen/drowned.
Only works for Zombies.
Defaults to true
.
Options:
PreventTransformation: false
ReinforcementsChance
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
.
Options:
ReinforcementsChance: 0.38
Mob specific options
These are specific mob options and will have no effect when used on a different mob type.
Armor Stand
CanMove
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: false
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:
LeftArm: 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
Bee
Anger
Sets the time in ticks until bee anger ends.
If set to 0 the bee will not be angry.
Defaults to 0
.
Options:
Anger: 200
HasNectar
Whether the bee is carrying pollen.
Defaults to false
.
Options:
HasNectar: true
HasStung
Whether the bee has stung an entity.
Defaults to false
.
Options:
HasStung: true
PreventStingerLoss
Whether to prevent the bee from losing its stinger once it hits an entity.
Defaults to false
.
Options:
PreventStingerLoss: true
Camel
Saddled
Whether the entity is saddled or not.
Defaults to false
.
Options:
Saddled: true
Tamed
Whether the entity is tamed or not.
Defaults to false
.
Options:
Tamed: true
Cat
CatType
Sets the type of cat.
Types can be ALL_BLACK, BLACK, BRITISH_SHORTHAIR, CALICO, PERSIAN, JELLIE, RAGDOLL, RED, SIAMESE, TABBY or WHITE.
Options:
CatType: BLACK
CollarColor
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.
Options:
CollarColor: GREEN
Tamed
Whether the entity is tamed or not.
Defaults to false
.
Options:
Tamed: true
Chicken
Jockey
Whether or not the chicken has the IsChickenJockey
NBT set to 1.
If true, the chicken can naturally despawn, drops 10 experience upon death instead of 1-3 and cannot lay eggs.
Defaults to false
.
Options:
Jockey: true
Creepers
ExplosionRadius
Sets the radius/power of the creepers explosion.
Negative values are ignored, and the explosion radius remains the creeper's default one.
Defaults to -1
.
Options:
ExplosionRadius: 5
FuseTicks
Sets the number of ticks it takes for creepers to explode.
Negative values are ignored, and the time it takes remains the creeper's default one.
Defaults to -1
.
Options:
FuseTicks: 60
SuperCharged
Whether the creeper should spawn as a super charged creeper.
Defaults to false
.
Options:
SuperCharged: true
PreventSuicide
Prevents creepers from dying upon exploding. Set mobGriefing
gamerule to true for this option to work.
Defaults to false
.
Options:
PreventSuicide: true
Enderman
PreventTeleport
Meant for Endermen but //might// work on other mobs. May break teleport skills!
Defaults to false
.
Options:
PreventTeleport: true
HeldBlock
Sets the block that the Enderman is carrying.
Defaults to AIR
.
Options:
HeldBlock: STONE
Experience_orb
Experience
Sets the amount of experience give by the experience orb mob.
Defaults to 1
.
Options:
Experience: 10
Falling Blocks
Block
Determines the type of the block.
Defaults to STONE
.
Options:
Block: BIRCH_WOOD
BlockData
Additional field for inputting blockdata.
Defaults to 0
.
DropsItem
Should the entity be able to drops the falling block's item.
Defaults to true
.
Options:
DropsItem: false
HurtsEntities
Damages entities on impact.
Defaults to true
.
Options:
HurtsEntities: false
ReplaceSpawnLocationBlock
If the entity should replace the block at its spawn location.
Defaults to false
.
Options:
ReplaceSpawnLocationBlock: true
UseSpawnLocationType
If the type of the falling block should be the one at the spawn location.
Defaults to false
.
Options:
UseSpawnLocationType: true
Fox
FoxType
Determines the type of the fox.
Can be RED
or SNOW
.
Defaults to RED
.
Options:
FoxType: SNOW
Frog
Type
Determines the type of the Frog.
Alias is Variant
.
Can be WARM
, COLD
or TEMPERATE
.
Defaults to WARM
.
Options:
Type: COLD
Goat
Screaming
Sets if this is a screaming goat. A screaming goat makes screaming sounds and rams more often.
Defaults to false
.
Options:
Screaming: true
Hoglin
ImmuneToZombification
Whether or not the hoglin is immune to being zombified.
Defaults to false
.
Options:
ImmuneToZombification: true
Huntable
Whether the hoglin is able to be hunted by piglins.
Defaults to true
.
Options:
Huntable: true
Horses, Donkeys, and Mules
HorseArmor
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
Options:
HorseArmor: gold
CarryingChest
Used for donkeys to set whether they are carrying a chest or not.
Defaults to false
.
Options:
CarryingChest: true
HorseColor
Sets color of the horse.
Colors must be uppercase,can be any of the Spigot Horse colors.
Options:
HorseColor: CREAMY
Saddled
Used for horses to set whether they are saddled or not.
Defaults to false
.
Options:
Saddled: true
HorseStyle
Sets the style of the horse.
Styles can be any of the Spigot Horse Style
Options:
HorseStyle: WHITE_DOTS
Tamed
Used for horses to set whether they are tamed or not.
Defaults to false
.
Options:
Tamed: true
HorseType
Defines the type of horse
Can be any of the Spigot Horse variants
Defaults to HORSE
Removed in MC 1.11+, useType instead.
Interaction
Height
The Height of the Interaction entity.
Defaults to 1
.
Options:
Height: 2
Width
The Width of the Interaction entity.
Defaults to the value of the Height
option.
Options:
Width: 3
Responsive
If the Interaction entity is responsive.
Defaults to true
.
Options:
Responsive: false
IronGolem
PlayerCreated
Acts as if the player built the mob.
Defaults to false
.
Options:
PlayerCreated: true
Item
Item
The material of the item entity.
Defaults to STONE
.
Options:
Item: BRICK
Amount
The amount of items in the itemstack.
Defaults to 1
.
Options:
Amount: 10
CanPickup
If the itemstack can be picked up.
Defaults to true
.
Options:
CanPickup: false
Llama
CarryingChest
Set whether the entity is carrying a chest or not.
Defaults to false
.
Options:
CarryingChest: true
Tamed
Set whether the entity is tamed or not.
Defaults to false
.
Options:
Tamed: true
Color
Sets color of the llama.
Colors must be uppercase,can be any of the Spigot Llama colors.
Options:
Color: CREAMY
MinecartChest
ChestContents
The droptable that will be put inside the chest.
Options:
ChestContents: example_droptable
Panda
MainGene
Sets the main gene that the panda can pass on to its offspring.
Can be NORMAL, AGGRESSIVE, LAZY, WORRIED, PLAYFUL, WEAK, BROWN.
Defaults to NORMAL
.
Options:
MainGene: LAZY
HiddenGene
Sets the hidden gene that the panda can pass on to its offspring.
Can be NORMAL, AGGRESSIVE, LAZY, WORRIED, PLAYFUL, WEAK, BROWN.
Defaults to NORMAL
.
Options:
HiddenGene: WORRIED
Parrot
Variant
The variant of the parrot.
Options:
Variant: GRAY
Pig
Saddled
If the pig is saddled.
Defaults to false
.
Options:
Saddled: true
Piglin
AbleToHunt
Whether or not the piglin is able to hunt.
Defaults to true
.
Options:
AbleToHunt: false
ImmuneToZombification
Whether or not the piglin is immune to being zombified.
Defaults to true
.
Options:
ImmuneToZombification: false
Piglin Brute
ImmuneToZombification
Whether or not the piglin is immune to being zombified.
Defaults to true
.
Options:
ImmuneToZombification: false
Rabbit
IsKillerBunny
Alias: Angry
.
Sets the rabbit as the Killer Bunny.
Defaults to false
.
Options:
IsKillerBunny: true
RabbitType
Sets the type of rabbit.
Types can be BLACK, BLACK_AND_WHITE, BROWN, GOLD, SALT_AND_PEPPER, THE_KILLER_BUNNY or WHITE
Options:
RabbitType: SALT_AND_PEPPER
Sheep
Sheared
Whether the Sheep is already sheared.
Defaults to false
.
Options:
Sheared: true
Silverfish
PreventBlockInfection
Prevent silverfish from infecting blocks.
Defaults to false
.
Options:
PreventBlockInfection: true
Snow Golem
Derp
Whether the Snow Golem has its pumpkin already sheared.
Defaults to false
.
Options:
Derp: true
PreventSnowFormation
Prevent the Snow Golem from creating snow.
Defaults to false
.
Options:
PreventSnowFormation: true
TNT
FuseTicks
How long the TNT takes to explode.
Defaults to -1
(instantly).
Options:
FuseTicks: 100
ExplosionYield
Determines the strength of the explosion.
Defaults to -1
(none).
Options:
ExplosionYield: 2
Incendiary
Whether the explosion is capable of starting fires.
Defaults to false
.
Options:
Incendiary: true
Tropical Fish
Pattern
Sets the Shape/Pattern of the fish.
Options:
Pattern: GLITTER
BodyColor
Sets the Primary Color of the fish.
Options:
BodyColor: GRAY
PatternColor
Sets the Secondary Color of the fish
Options:
BodyColor: LIME
Villagers
HasTrades
Whether the villager can be traded with.
Defaults to false
.
Check out Trades
Options:
HasTrades: true
Profession
Specifies the Profession of the villager.
Villagers without this option will roll a random profession on their initial spawn.
Options:
Profession: MASON
Type
Represents Villager type, usually corresponding to what biome they spawn in.
Defaults to PLAINS.
Options:
Type: DESERT
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.
Options:
Level: 3
Zombie Villagers
Profession
Specifies the Profession of the zombie villager.
This option will also make the zombie turn into the respective villager type when being cured using potions.
Defaults to FARMER
.
Options:
Profession: MASON