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How to make a Mob

Default configs

The default configs can be found here. You can find additional user-created configs on lrcdb.

How to add mobs

Each mob is its own config file, placed in the /mobs/ folder, and you can add or remove them as you please. There's an example config called _example.yml to help you out!

The ID of the mob is the file name. This is what you use in commands, effects, the Entity Lookup System and in the Item Lookup System. ID's must be lowercase letters, numbers, and underscores only.

Example Mob Config

# A base mob and modifiers
# View an explanation for this system here: https://plugins.auxilor.io/all-plugins/the-entity-lookup-system
mob: zombie attack-damage:90 movement-speed:1.5 follow-range:16 health:1200

# The ID of the mob category, handles spawning.
category: common

# Supported placeholders:
# %health%, %max_health%, %health_percent%, %time% (formats as minutes:seconds, eg 1:56)
display-name: "&cNecrotic Soldier &7| &c%health%♥ &7| &e%time%"

# The lifespan of the mob, in seconds. Set to -1 to disable.
lifespan: 120

# If the mob you're using supports equipment, you can specify the items in each slot.
# Remove any slots that you don't want to put equipment in.
equipment:
hand: diamond_sword sharpness:2
off-hand: shield
head: ""
chest: ""
legs: ""
feet: ""

# Options for plugin integrations
# Remove sections for plugins you're not using
integrations:
# Options for LevelledMobs
levelled-mobs:
can-level: true

# Options for ModelEngine
model-engine:
id: ""

# Options for LibsDisguises
libs-disguises:
id: ""

# Custom Mob AI
# Read here: https://plugins.auxilor.io/all-plugins/custom-entity-ai
custom-ai:
# If custom AI should override the vanilla entity AI.
clear: false

# How the mob decides who to attack.
target-goals: [ ]

# How the mob should behave.
entity-goals: [ ]

# Some effects are ran from the perspective of the entity, and others from the perspective
# of the player - each section is marked with which perspective it is run from.

# You can use display name placeholders in effects
# You can also use top damager placeholders:
# %top_damager_<place>_name%, %top_damager_<place>_damage%, %top_damager_<place>_display%
effects:
# Effects that are active all the time
# Ran from the perspective of the entity
permanent-effects: [ ]

# Effects ran when the mob spawns
# Ran from the perspective of the entity
spawn: [ ]

# Effects ran when the mob despawns
# Ran from the perspective of the entity
despawn: [ ]

# Effects ran when the player interacts with the mob
# Ran from the perspective of the player
interact: [ ]

# Effects ran when the player melee attacks the mob
# Ran from the perspective of the player
melee-attack: [ ]

# Effects ran when the player does a ranged attack on the mob
# Ran from the perspective of the player
ranged-attack: [ ]

# Effects ran when the player attacks the mob
# Ran from the perspective of the player
any-attack: [ ]

# Effects ran when the mob takes damage
# Ran from the perspective of the entity
take-damage: [ ]

# Effects ran when the player is damaged by the mob
# Ran from the perspective of the player
damage-player: [ ]

# Effects ran when the player is killed by the mob
# Ran from the perspective of the player
kill-player: [ ]

# Effects ran when the mob dies
# Ran from the perspective of the entity
death: [ ]

# Effects ran when the mob is killed by the player
# Ran from the perspective of the player
kill: [ ]

defence:
# If the mob can get into boats, minecarts, etc.
can-mount: true

# A list of damage causes that the mob should multiply incoming damage by.
# The list of damage causes can be found here:
# https://hub.spigotmc.org/javadocs/spigot/org/bukkit/event/entity/EntityDamageEvent.DamageCause.html
damage-modifiers:
hot_floor: 1
fire_tick: 1
lava: 1
suffocation: 1
drowning: 1
entity_explosion: 1
block_explosion: 1

# Options for what the mob drops
drops:
# The amount of experience to drop
experience: 30

# You can specify as many drops as you want, and group several drops together under one chance
items:
- chance: 100
items:
- diamond_sword unbreaking:1 name:"Example Sword"

# Options for the boss bar
boss-bar:
# If the mob should have a boss bar
enabled: true

# Options: blue, green, pink, purple, red, white, yellow
color: white

# Options: progress, notched_20, notched_12, notched_10, notched_6
style: progress

# The distance from the mob where the boss bar is visible
radius: 120

# Options for spawning the mob
spawn:
# A spawn totem is a set of 3 blocks on top of each other to spawn a mob (like a snow golem)
totem:
# If spawn totems should be enabled
enabled: false

# The top block
top: netherite_block

# The middle block
middle: iron_block

# The bottom block
bottom: magma_block

# The conditions for the totem to work
conditions: [ ]

# Options for a spawn egg
egg:
# If the mob should have a spawn egg
enabled: true

# The conditions for the spawn egg to work
# not-met-lines will show up on the spawn egg
conditions: [ ]

# The spawn egg item
item: evoker_spawn_egg unbreaking:1 hide_enchants
name: "&cNecrotic Soldier&f Spawn Egg"
lore:
- ""
- "&8&oPlace on the ground to"
- "&8&osummon a &cNecrotic Soldier"

craftable: true

recipe:
- iron_block
- netherite_block
- iron_block

- air
- ecoitems:boss_core ? nether_star
- air

- iron_block
- netherite_block
- iron_block

Understanding all the sections

mob: The base mob and modifiers, read here for more info: Entity Lookup System.

category: The ID of the mob category, see How to make Mob Categories.

display-name: The name shown in game.

lifespan: How long the mob should live, in seconds (-1 to disable/infinite).

equipment: The equipment that your mob will hold/hear. Use the Item Lookup System here.

integrations: Options for supported external plugins - LevelledMobs, ModelEngine and LibsDisguises.

Custom AI

clear: If Custom AI should override vanilla mob AI (True/False)

target-goals: How the mob decides who/what to attack, read here for more info: Custom AI.

entity-goals: How the mob behaves, read here for more info: Custom AI.

Effects & Conditions

You can configure effects, conditions, filters, and mutators in this section to run when specific actions happen, such as when the mob spawns, dies, takes damage and more.

Check out Configuring an Effect to understand how to configure this section correctly.

For more advanced users or setups, you can configure chains in this section to string together different effects under one trigger. Check out Configuring an Effect Chain for more info.

Defence

can-mount: If the mob can get into boats and minecarts (True/False).

damage-modifiers: A list of damage causes that the mob multiplies damage by, eg:

  damage-modifiers:
hot_floor: 2

This means the mob will take double damage from standing on magma blocks. A list of damage causes can be found here: Damage Causes.

Drops

experience: The amount of experience to drop.

Items

chance: The chance of the drop

items: The list of items to drop. Use the Item Lookup System here.

Boss-Bar

enabled: If the mob has a boss bar.

color: The color of the boss-bar (blue, green, pink, purple, red, white, yellow).

style: The visual style of the boss-bar (progress, notched_20, notched_12, notched_10, notched_6).

radius: The distance from the mob where the boss bar is visible.

Spawn

Totem

enabled: If spawn totems are enabled.

top/middle/bottom: The block in it's location. Use the Item Lookup System here.

conditions: Conditions for the totem to work, read here for more info: Configuring a Condition.

Egg

enabled: If spawn eggs are enabled.

conditions: Conditions for the spawn egg to work, read here for more info: Configuring a Condition.

item: The base item, read here for more: Item Lookup System.

display-name: The item name in-game.

lore: The item lore shown in-game. Set to lore: [] to remove all lore lines.

craftable: If the item should be craftable (true/false).

Internal Placeholders

PlaceholderValue
%health%The current health of the mob.
%max_health%The max health of the mob.
%health_percent%The percentage of health the mob has.
%time%The time left before the mob despawns (minutes:seconds)
%top_damager_<place>_name%The name of the [0-9] top damager
%top_damager_<place>_damage%The damage dealt by the [0-9] top damager
%top_damager_<place>_display%The ranking of the [0-9] top damager