= 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