= Mob Definition Attributes = Visit [wiki:olivine/dsl/types/core 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`||[#mobmodifiers mob modifiers]||A set of modifiers that apply to the mob, click on ''mob modifiers'' for more information|| ||`effects`||list of [wiki:olivine/dsl/attribs/effect 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`||[#mobequipment mob equipment]||Definition of equipment that the mob should have, click on ''mob equipment'' for more information|| ||`drops`||list of [wiki:olivine/dsl/types/weighted weighted] [wiki:olivine/dsl/types/item item] [wiki:olivine/dsl/types/bundle 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`||[wiki:olivine/dsl/types/coordinates 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 [#mobflags 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`||[wiki:olivine/dsl/types/box 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`||[wiki:olivine/dsl/attribs/mobs 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''|| == [=#mobmodifiers mob modifiers] == All these are [wiki:olivine/dsl/attribs/modifier modifier] definitions, click on the link for information on how to define one. * `health` - 'nuff said * `stability` - knockback resistance * `agility` - movement speed * `strength` - attack damage dealt * `jumping` - how high the mob can jump * `propagate` - how likely a mob is to spawn reinforcements to help it, presently this only applies to zombies * `owly` - 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]) == [=#mobequipment mob equipment] == All of these are [wiki:olivine/dsl/types/weighted weighted] [wiki:olivine/dsl/types/item item] definitions, click on either link for information about each. * `hand` - what the mob is holding * `helmet` - 'nuff said * `chest` - chestplate * `leggings` - 'nuff said * `boots` - 'nuff said, isn't this language easy? == [=#mobflags mob flags] == * `permanent` - does not despawn automatically * `immobile` - does not move around * `invulnerable` - cannot be harmed * `benign` - 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 } } } } }}}