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Mythic Mobs Config File
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Hello everyone, as Sharp stated in the most recent post about server development, Mythic Mob development for the server is in need of content and players able to fill the gaps.

So, to that end I'm posting an example mobfile for players that want to play around with the plugin.

If you want to try it out on a free server, I suggest doing a free trial on https://server.pro/ as you only need to do an hourly captcha to refresh it, and it's an otherwise good and free platform to test your plugin configs.

The plugin can be downloaded here but you can use the "plugin" button in Server Pro, if you do make a server, and it will install it for you.


I only have TWO caveats for making mobs if you do use this template.

  1. Keep your idea of a mob's lore consistent with its mechanics, making a mob that is immune to suffocation or fire damage because a player might cheap a mob with them is the very LAZY way to do things and makes for UNINTERESTING and IMMERSION-BREAKING mobs. If it's a zombie, immunity to drowning MAKES SENSE and is fine to use, if it's a humanoid mob then it doesn't .. unless its somekinda mer-creature.

  2. When developing skills, please, please, PLEASE, PLEASE!! DO NOT give the mob an unavoidable skill that hits players, unless there is some kind of AoE visual effect for a radius the skill is affecting. The WORST thing you could do with mobskills is to make a mob that randomly uses an unavoidable skill that teleports the player, or otherwise does something to the player regardless of their skill level, and actual ability to dodge. If you are going to play around with skills that push or pull players, I suggest you take cues from retro video games, that use charge-up and particle effects that telegraph the effect is about to happen (like a wave of outwardly expanding ripples for a shockwave skill).

Or shoot me a DM and I can help you develop some cues for players to use to avoid the attack, and methods for attacks to be accurate enough without being OP.


Mobs can be given skills to overcome player cheaping tactics, like the ability to break specific blocks that the mob is inside of when it takes damage, or the ability to use a one-time waterbreathing potion when it takes drowning damage. Skills can literally be whatever you imagine.


The Manual


The Mob


#Internal mobname, used by Mythic Mobs to reference this mob when called by other mobs or skills
ExampleMob:

#Spigot mobtype of the mob
  Type: SKELETON

#Mob's displayname
  Display: '&6Bandit'

#Mob's HP
  Health: 40

#Mob's unarmed damage
  Damage: 8

#Mob's unarmored armor
  Armor: 2

#Mob's Boss Bar
  BossBar:
#If true then will be displayed
    Enabled: False
#Name that will be displayed
    Title: '&6Bandit'
#Range the boss bar will be displayed to players
    Range: 512
#Color of the boss bar
    Color: YELLOW
#Boss bar style
    Style: SEGMENTED_20
#Make fog?
    CreateFog: false
#Darken the sky?
    DarkenSky: false
#Play boss music?
    PlayMusic: false
#Faction the mob belongs to, allows advanced AI targeting by faction
  Faction: ExampleMobs
#Mob will spawn the listed mob on spawn and will be mounted on it
  Mount: ExampleMount

  Options:
#Show the mob's name above it?
    AlwaysShowName: false
#Adjust for faster or slower attack speed
    AttackSpeed: 1.0
#Is the mob able to be pushed?
    Collidable: true
#Does the mob naturally despawn?
    Despawn: true
#Range in blocks that the mob will stay aggro'd.
    FollowRange: 32
#Does the mob have the "glowing" effect?
    Glowing: false
#Should the mob be immune to /kill and all damage?
    Invincible: false
#Should the armor stand mob allow players to add/remove equipment?
    Interactable: true
#The percentage chance out of 1.0 that when hit, a mob will prevent ALL knockback. 0.5 is 50% that ALL knockback will be ignored.
    KnockbackResistance: 0.0
#How far away can a player damage a mob, damage from sources further than this will cause arrows to "bounce off".
    MaxCombatDistance: 16
#How fast should the mob move?
    MovementSpeed: 0.2
#Should the mob lose it's AI and stand still?
    NoAI: false
#How many ticks should a mob stay invulnerable after being hit? (the red hit invulnerability animation)
    NoDamageTicks: 10
#Should the mob float and ignore gravity?
    NoGravity: false 
#Should the mob be immune to Mythic Mob /killall skills?
    Persistent: false
#Should the mob be prevented from picking up player items.
    PreventItemPickup: true
#Should players be prevented from leashing the mob with a lead?
    PreventLeashing: true
#Should mob drops be prevented when the mob kills another mob?
    PreventMobKillDrops: true
#Should the mob's vanilla drops be removed?
    PreventOtherDrops: true
#Should the mob be prevented from spawning with random armor/tools?
    PreventRandomEquipment: true
#Should the mob be immune to nametags?
    PreventRenaming: false
#Should the mob be allowed to use skills tied to health thresholds (say 40-70% health) if it loses health and later gains it back?
    RepeatAllSkills: true
#Broadcasts the mob's health to players within the configured range.
    ShowHealth: false
#Should the mob be completely silent?
    Silent: false
#For zombies, chance out of 1.0 that a zombie reinforcement spawn will happen on damage 
#(must replace zombie reinforcement spawn event in RandomSpawns or vanilla zombies will spawn)
    ReinforcementsChance: 0.0

#Extra tables
  Modules:
#If enabled, the mob will track damage from different sources and assign more weight to targets that deal more damage (to prevent kite).
    ThreatTable: true
#If enabled, the mob will be able to be attacked by multiple players through damage immunity.
    ImmunityTable: true

#Custom AI Goals for the mob, clear must be first to remove the vanilla AI.
  AIGoalSelectors:
  - 0 clear
  - 1 meleeattack
  - 2 skeletonbowattack
  - 3 opendoors
  - 4 float
  - 5 randomstroll
  - 6 movetowardstarget
  - 7 avoidzombies

#Custom AI Targeting for the mob, clear must be first to remove the vanilla AI targets.
  AITargetSelectors:
  - 0 clear
  - 1 attacker
  - 2 players
#Mob will target this faction, after an attacker and players
  - 3 SpecificFaction ExampleFaction

  Drops:
#Drops, 50% chance to drop 1-2 gold nuggets.
  - gold_nugget 1-2 0.5
  DropsPerLevel:
#Each level the mob gains adds another 50% chance to drop an additional gold nugget.
  - gold_nugget 1 0.5

#Percentage of damage the mob will take from various sources, 1.0 = normal, 2.0 = x2, 0 = none, and -1.0 is healing
#Hardcoded mob immunites take precedence, such as nether mob fire immunity
  DamageModifiers:
#Damage caused by running out of air while in water.
# 0.0 means mob is immune, however a glitch will cause the drowning tick to still fire
# unless the mob has atleast a negative modifier (healing)
  - DROWNING -0.000001  
#Damage caused by being near an exploding block.
  - BLOCK_EXPLOSION 1.0
#Damage caused by being in the area when an entity, such as a Creeper, explodes.
  - ENTITY_EXPLOSION 1.0
#Damage caused by falling into the void.
  - VOID 1.0
#Damage caused by being struck by lightning.
  - LIGHTNING 1.0
#Damage caused by committing suicide using the command “/kill”.
  - SUICIDE 1.0
#Damage caused by starving due to having an empty hunger bar. [Mobs don't take this damage ever anyway]
  - STARVATION 0.0
#Damage caused due to an ongoing poison effect.
  - POISON  1.0
#Damage caused by being hit by a potion or spell.
# Mob will be healed by x5 the normal damage 
  - MAGIC  -5.0
#Damage caused by being hit by the enderdragon's breath.
  - DRAGON_BREATH 1.0
#Damage caused by the Wither potion effect.
  - WITHER 1.0
#Damage caused by being hit by a falling block which deals damage.
  - FALLING_BLOCK 1.0
#Damage caused in retaliation to another attack by the Thorns enchantment.
  - THORNS 1.0
#Damage caused by “Custom” sometimes used by other plugins.
  - CUSTOM 1.0
#Damage caused by touching lava.
  - LAVA 1.0
#Damage caused by a snowman melting.
  - MELTING 1.0
#Damage caused due to an ongoing fire effect.
  - FIRE_TICK 1.0
#Damage caused by touching fire.
  - FIRE 1.0
#Damage caused by standing on magma blocks.
  - HOT_FLOOR 1.0
#Damage caused when an entity falls a distance greater than 3 blocks.
  - FALL 1.0
#Damage caused by standing inside of a block.
  - SUFFOCATION 1.0
#Damage caused when attacked by a projectile.
  - PROJECTILE 1.0
#Damage caused when an entity attacks another entity.
  - ENTITY_ATTACK 1.0
#Damage caused when an entity touches a block such as a cactus.
  - CONTACT 1.0

#Item and : slot
#Vanilla items or Mythic Mobs internal itemnames can be used
  Equipment:
  - diamond_sword:0
  - diamond_boots:1
  - diamond_leggings:2
  - diamond_chestplate:3
  - diamond_helmet:4
  - bow:5

#Set for custom kill messages with various colors/variables
  KillMessages:
  - '<trigger.name> was murdered by &b<mob.name>&r'

#Modify mob stats by the following, per level
  LevelModifiers:
  - health 5
  - damage 0.5

#With the disguises add-on a mob can be made to look like another mob
  Disguise:
    Type: player
    Skin: 'meeeh'
    Player: Steve
    Burning: false
    Blocking: false
    Invisible: false
    ShowName: false
    Sneaking: false
    Sprinting: false
    ModifyBoundingBox: true

  Skills:
#Mob will display message using it's own display name, 
# and name the killed player to all players within 40 blocks, 
# as long as it has more than 0 HP, 100% (1.0) of the time.
  - message{m="<mob.name><&co> Ahahahahah! Die, <trigger.name>!"} @PlayersInRadius{r=40}
~onPlayerKill >0 1.0

#Mob will only trigger the skill between 30% and 50% health
# 25% (0.25) of the time it is hit, the skill triggered will be 
#"ExampleSkill" which is called from the skills config
  - skill{s=ExampleSkill} @self ~onDamaged =30%-50% 0.25

#Simple mob using the bare minimum, and otherwise Vanilla stats
ExampleMount:
  Type: HORSE
  Health: 30

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