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Action MOB_SPAWN
fromgate edited this page Jul 7, 2017
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Spawn specified mob
MOB_SPAWN <mobType> [mobName] [Parameters]
Parameter | Parameter value | Description |
---|---|---|
<mobType> |
type:<mobTypeID> |
Type of mob that should be spawned |
[mobName] |
name:<name> |
Customize mob name |
[Parameters] |
num:<number> |
Amount of mobs |
num:<from>-<to> |
Random amount of mobs, chosen from numbers interval | |
loc:<Location> |
Location where mob should spawn | |
radius:<number> |
The radius of the circle, within which a random point will be chosen, and the mobs shall be teleported there | |
land:<true/false> |
While teleporting to a random point (radius is set) - should we land mobs. By default - true | |
region:<regionName> |
Spawn mobs in random points of the specified WG-region | |
potion:<potionEffect>[:<level>] potion:<potionEffect1>,<potionEffect2>[,<potionEffectN>]
|
Apply potion effects to mob | |
growl:<sound> growl:<sound>[/<volume>/<pitch>] growl:{sound:<sound> [volume:<volume>] [pitch:<pitch>]}
|
Set the sound of mob's growl. You can read more how to specify sound parameters at SOUND action page. | |
cry:<sound> cry:<sound>[/<volume>/<pitch>] cry:{sound:<sound> [volume:<volume>] [pitch:<pitch>]}
|
Set the sound of mob's cry. You can read more how to specify sound parameters at SOUND action page. | |
drop: <ItemSet>
|
Set the mob's drop (after it's death) | |
xp:<number> |
Experience dropped by mob after death | |
xp:<from>-<to> |
Random amount of experience dropped by mob after death | |
money:<number> |
Money earned by mob killer | |
money:<from>-<to> |
Random amount of money earned by mob killer | |
health:<number> |
Health the mob starts with | |
health:<from>-<to> |
Health the mob starts with (random health) | |
effect:<particleEffectID> |
Spawn particles effect | |
dtheffect:<particleEffectID> |
Death effect. List of particles effect | |
helm: <Item> chest: <Item> leg: <Item> boot: <Item> weapon: <Item>
|
Alternative way to define mob equipment (instead of using parameter [equipment] ) |
|
dmg:<number> |
Mob's damage multiplier. Result damage as (baseMobDamage * damageMultiplier ) |
|
run:<activatorName> |
EXEC-activator that should be executed on mob's death | |
rundelay: <Time>
|
Time that should pass before the specified activator will run. |
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