How To Make A Mob Invulnerable

10.09.2019
How To Make A Mob Invulnerable 4,2/5 7860 votes

Table of Contents

  1. How To Make Mobs Fight
  2. How To Make A Mob Invincible
  3. How To Summon Mobs With Armor
How To Make A Mob Invulnerable

This is a database of all options available when creating a mob in MythicMobs. These options go under the Options tag like so:

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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, even when not looking at the mob and through blocks.
  • Versions:
    • MC 1.9 and later: all entites

AttackSpeed: [number] (2.4)

  • Sets the attack speed of the mob.
  • Defaults to vanilla attack speed for the respective mobs.

Collidable: [true/false] (2.4)

  • 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.

Despawn: [true/false]

  • 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.
  • Defaults to true.

FollowRange: [value]

  • Max distance the mob will hold aggro on a target.
  • Also defines max range at which a target will aggro a player initially.
  • Defaults to standard respective minecraft follow range

Glowing: [true/false] (2.4)

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  • Defaults to false.

Invincible: [true/false]

  • Makes the mob completely invincible to all types of damage.
  • Defaults to false.

Interactable: [true/false]

  • Make the mob none interactable. In case of armor stand, denies interacts with its equipment.

KnockbackResistance: [number]

  • Number between 0 and 1 that defines resistance of mob to knockbacks. Defaults to 0.
  • Note that mobs with 100% resistance can still be knocked back by weapons enchanted with knockback or explosions.

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]

  • Most mobs default to movement speed of 0.2
  • Values above 1 tend to make the mob difficult / impossible to fight.

NoAI: [true/false](2.2.1)

  • 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.

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.

NoGravity: [true/false] (2.5, MC 1.10)

  • Whether the mob should not have gravity.
  • Note that when this is true, the mob CANNOT have the skill velocity used on it.

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

PreventItemPickup: [true/false]

  • Prevents mobs from picking up items.

PreventLeashing: [true/false]

  • Whether to prevents a leash from being placed on the mob.

PreventMobKillDrops: [true/false]

  • Prevents mobs killed by that MythicMob from dropping loot.
  • 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!

PreventOtherDrops: [true/false]

  • Should MythicMobs block the mob from dropping its normal items?

PreventRandomEquipment: [true/false]

  • Whether a mob should be allowed to spawn with random equipment.

PreventRenaming: [true/false]

  • Whether to prevent renaming using a nametag.

RepeatAllSkills: [true/false]

  • Whether to repeat HP based skills if a mob heals back above the health threshold for them.

ShowHealth: [true/false]

  • Displays health of mob through messages broadcast within a radius defined by show*health*radius and formatted according to show*health*format. Both of these are global settings under config.yml

Silent: [true/false]

  • Whether or not a mob should use vanilla sound effects.

Mob specific options

These are specific mob options and will have no effect when used on a different mobtype.

Armor Stands

HasArms: [true/false]

  • Only applies to armor stand type mobs.
  • Broken prior to 2.5.0

HasGravity: [true/false]

  • Whether an armor stand is affected by gravity or not.
  • Defaults to true.

Invisible: [true/false]

  • Only applies to armor stand type mobs.

ItemBody: [MythicItem Name]

  • Designates the Mythic Item that should go in the body/chest slot of an armor stand.

ItemFeet: [MythicItem Name]

  • Designates the Mythic Item that should go in the feet slot of an armor stand.

ItemHand: [MythicItem Name]

  • Designates the Mythic Item that should go in the hand slot of an armor stand.

ItemHead: [MythicItem Name]

  • Designates the Mythic Item that should go in the head slot of an armor stand.

ItemLegs: [MythicItem Name]

  • Designates the Mythic Item that should go in the legs slot of an armor stand.

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]

  • Only applies to armor stand type mobs.

Pose: (2.4.4)

  • Head: [0,0,0]
  • LeftArm: [0,0,0]
  • LeftLeg: [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:

Chicken

Jockey: [true/false]

  • Doesn't really do anything, but it's nice to have options.

Creepers

ExplosionRadius: [number]

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.

PreventSuicide: [true/false]

  • Prevents creepers from dying upon exploding.

Endermen

PreventTeleport: [true/false]

  • Meant for Endermen but might work on other mobs. May break teleport skills!

Falling Blocks

Block: [Material type]

  • Defaults to STONE

BlockData: [Number]

  • Defaults to 0

DropsItem: [true/false]

  • Defaults to true

HurtsEntities: [true/false]

  • Defaults to true

Horses, Donkeys, and Mules

HorseArmor: [armor_type]

  • Used for horses to set the type of armor they have on.
  • [armor_type] must be in lower case

CarryingChest: [true/false]

  • Used for donkeys to set whether they are carrying a chest or not.

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.

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.

HorseType: [type]

  • Defines the type of horse
  • Can be UNDEAD_HORSE, SKELETON_HORSE, MULE, DONKEY or HORSE
  • Removed in MC 1.11+, use mob type instead.

Iron Golem

PlayerCreated: [true/false]

  • Defaults to false.

Ocelots

Ocelot: [type]

  • Types can be BLACK_CAT, RED_CAT, SIAMESE_CAT, WILD_OCELOT

Pigs

Saddled: [true/false]*

  • Defaults to false

Rabbits

RabbitType: [rabbit_type]

  • Types can be BLACK, BLACK_AND_WHITE, BROWN, GOLD, SALT_AND_PEPPER, THE_KILLER_BUNNY or WHITE

Baby: [true/false]

  • Defaults to false.

Sheep

Sheared: [true/false]

  • Defaults to false.

Silverfish

PreventBlockInfection: [true/false]

  • Defaults to true.

Snow Golem

Derp: [true/false]

PreventSnowFormation: [true/false]

  • Prevent snowmen from creating snow.

TNT

FuseTicks: [number]

  • Defaults to -1 (instantly)

ExplosionYield: [number]

  • Defaults to -1 (none)

Incendiary: [true/false]

  • Wether the explosion is capable of starting fires

Tropical Fish

Pattern: [type]

  • Types can be BETTY, BLOCKFISH, BRINELY, CLAYFISH, DASHER, FLOPPER, GLITTER, KOB, SNOOPER, SPOTTY, STRIPEY, or SUNSTREAK.

BodyColor: [color]

  • Color can be BLACK, BLUE, BROWN, CYAN, GRAY, GREEN, LIGHT_BLUE, LIGHT_GRAY, LIME, MAGENTA, ORANGE, PINK, PURPLE, RED, WHITE, or YELLOW.

PatternColor: [color]

  • 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]

  • 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.
    • VillagerType: BLACKSMITH

Zombies (all variants)

ReinforcementsChance: [number]

  • Chance for zombies to spawn reinforcements on taking damage.
  • Should be a number between 0 and 1 (0% and 100% chance)
  • Defaults to 0.

Zombie Villagers

Profession: [type] (2.4)

  • 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.

Group specific options

Breedable mobs

Age: [number]

How To Make Mobs Fight

  • What the age of the mob will be.
  • Usable on any mob that can age. For example: Sheep, Pigs, Cows…
  • Use very low negative numbers to mess with the mobs model (not supported)

AgeLock: [true/false]

  • 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

Baby: [true/false]

  • 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
  • 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

Neutral mobs

Used for wolves and zombie pigmen.

Angry: [true/false]

  • 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]

How To Make A Mob Invincible

Size: [number]

How To Summon Mobs With Armor

  • Sets the size of slimes and magma cubes.
  • 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.

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