Mob Definition Attributes
Visit core types for information on primitive and core types such as text, integer, or list.
| Name | Type | Description |
|---|---|---|
name | text | Give the mob a custom name here, this is what floats over its head |
health | integer | The amount of life (in hearts) the mob should have |
shield | integer | The amount of absorption, as with what enchanted golden apples provide, (in yellow hearts) the mob should have |
modifiers | mob modifiers | A set of modifiers that apply to the mob, click on mob modifiers for more information |
effects | list of effect | This is a list of potion effect(s) that will be run on the mob when it is spawned, click on effect' for more information on how to define a single effect |
equipment | mob equipment | Definition of equipment that the mob should have, click on mob equipment for more information |
drops | list of weighted item bundle | A list of item bundles that the mob potentially drops with optional weighted chances (percentages), click on weighted, item, and/or bundle to learn more about each |
orientation | coordinates | The normal vector that determines which way the mob should be facing when it spawns (e.g. < 1, 0, 0 > faces east, < -1, 0, 0 > faces west, < 0, 0, 1 > faces south) |
level | integer | An RPG-style level for the mob that determines how much experience it yields when a player kills it. The amount of XP is taken from this number and multiplied by 5. This is the absolute amount of experience, not experience levels (e.g. /xp @p 42 vs /xp @p 42L)
|
flags | set of mob flags | Additional features to apply to this mob when it is spawned, click on mob flags for more information |
age | mob age | Whether the mob is a child or an adult, set to one of those values |
fence | box | Determines an area that the mob is not allowed to exceed, if the mob paths outside of this area (or spawns initially outside of it) then they will automatically walk / path back inside of it |
riding | mob attributes | Defines another mob that this mob will spawn riding on-top of, the definition for this is the same as this definition, it's nested. |
olivine | text | The name of another Olivine program to run on this mob when it spawns. The program must already be uploaded to the Olivine Script Manager |
mob modifiers
All these are modifier definitions, click on the link for information on how to define one.
health- 'nuff saidstability- knockback resistanceagility- movement speedstrength- attack damage dealtjumping- how high the mob can jumppropagate- how likely a mob is to spawn reinforcements to help it, presently this only applies to zombiesowly- how far away a mob can path-find to or track targets from (hence the name 'owly' because owls are masters at this, they can spot a white mouse crawling out of snowy field from their castles in the sky! [hey now, trees are castles too, just a special kind])
mob equipment
All of these are weighted item definitions, click on either link for information about each.
hand- what the mob is holdinghelmet- 'nuff saidchest- chestplateleggings- 'nuff saidboots- 'nuff said, isn't this language easy?
mob flags
permanent- does not despawn automaticallyimmobile- does not move aroundinvulnerable- cannot be harmedbenign- does not attack
Mob Attribute Examples
Simple
A very simple example, spawns a mob with a name of "Silly Pants", health of 40 hearts, equipped with a diamond sword and golden helmet:
{
name → "Silly Pants"
health → 40
equipment → {
hand → item &minecraft:diamond_sword
helmet → item &golden_helmet
}
}
Comprehensive
A very comprehensive example demonstrating almost all possible attributes:
- Health of 40 hearts
- Level 30 XP yield
- Runs an Olivine script named "Some other Olivine Script"
- Can see up to 30 blocks away
- Equipped with a bow and armor, all the armor has projectile protection and unbreaking enchantments:
- Bow enchanted with punch and unbreaking
- Golden helmet
- Chainmail chestplate
- Chainmail leggings
- Iron boots enchanted also with feather falling
- Potion effects of speed and regeneration
- Facing northward
- Does not despawn automatically
- 73% chance to drop 2 golden coins, otherwise 27% chance to drop 6 redstone
- Riding a skeleton horse with:
- A saddle
- Iron horse armor
- Health of 140 hearts
- And movement speed base of 0.4
{
health → 40
level → 30
olivine → "Some other Olivine Script"
modifiers → {
owly → { base → 30 }
}
equipment → {
hand → item &bow with {
enchantments → [
{ type → punch; level → 1 }
{ type → unbreaking; level → 3 }
]
}
helmet → item &golden_helmet with {
enchantments → [
{ type → projectile_protection; level → 4 }
{ type → unbreaking; level → 3 }
]
}
chest → item &chainmail_chestplate with {
enchantments → [
{ type → projectile_protection; level → 4 }
{ type → unbreaking; level → 3 }
]
}
leggings → item &chainmail_leggings with {
enchantments → [
{ type → projectile_protection; level → 4 }
{ type → unbreaking; level → 3 }
]
}
boots → item &iron_boots with {
enchantments → [
{ type → feather_falling; level → chance of 2 .. 4 } @ 70%
{ type → projectile_protection; level → 4 }
{ type → unbreaking; level → 3 }
]
}
}
effects → [
{ type → speed; amplifier → 1; duration → 5 minutes }
{ type → regeneration; amplifier → 2; duration → 3 minutes + 30 seconds }
]
orientation → < NORTH >
flags → [ permanent ]
drops → [
bundle 2 of item &mmm:gold_coin
bundle 6 of item &redstone @ 27%
]
riding → mob &Horse with {
saddle → item &saddle
armor → item &iron_horse_armor
type → skeleton
health → 140
modifiers → {
agility → { base → 0.4 }
}
}
}
Last modified
5 years ago
Last modified on 05/23/20 12:14:22
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