Mob Options
This is a database of all options available when creating a mob in MythicMobs. These options go under the Options tag, like so:
VeryFastSkeleton:
Type: skeleton
Display: 'Very Fast Skeleton'
Options:
MovementSpeed: 0.3
NoDamageTicks: 50
Universal options
These options are universal and will work regardless of the mobtype.
All mobs
AlwaysShowName: [true/false]
* Whether the name-tag should always be displayed to the player, including while not looking at the mob.
* Equivalent of the NBT-tag "CustomNameVisible"
* Defaults to false.
ApplyInvisibility: [true/false] (4.9)
* Sets permanent invisibility effect on the mob (No need for invisibility potions ~onSpawn).
* Defaults to false.
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.
* Also note that setting this to false stops the mob from being pushable by the player.
Despawn: [true/false/chunk/persistent]
* 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"
* CHUNK will despawn mobs when they enter an unloaded chunk, but not when players aren't nearby.
* Defaults to true.
FollowRange: [value]
* Max distance between the mob and target before the mob will lose aggro.
* Also defines max range at which a target will aggro a player initially.
* Defaults to standard respective minecraft follow range
Glowing: [true/false]
* Whether the mob should permanently be glowing.
* Defaults to false.
Invincible: [true/false]
* Makes the mob completely invincible to all types of damage.
* //Cannot// be changed by command skills!
* Defaults to false.
Interactable: [true/false]
* Make the mob none interactable. In case of armor stand, denies interacts with its equipment.
* Defaults to false.
LockPitch: [true/false] (4.9)
* Requires protocollib, keeps mobs heads from looking up/down.
* Defaults to false.
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 bow's enchantment: ARROW_KNOCKBACK.
* For true knockback resistance, see the Velocity mechanic's wiki page
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.
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.
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.
* Note that any mob with NoAI: true will never cast a skill under the Skills: tab.
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.
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.
PassthroughDamage: [true/false]
* 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
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
PreventItemPickup: [true/false]
* 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
PreventMobKillDrops: [true/false]
* Prevents mobs killed by that MythicMob from dropping loot.
* Defaults to false.
PreventOtherDrops: [true/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.
PreventRenaming: [true/false]
* 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.
RepeatAllSkills: [true/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.
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]
* Whether an armor stand can move or not.
* Only applies to armor stand type mobs.
* Defaults to true.
* Requires PaperSpigot
CanTick: [true/false]
* 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.
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:
-
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: \[number\]**
* 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
#### 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
**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.
**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 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
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### 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.
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