Version 2 (modified by 5 years ago) ( diff ) | ,
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Mob Definition Attributes
Visit core types for information on primitive and core types such as text, integer, or list.
Name | Type | Description |
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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 )
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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 } } } }
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