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fromgate edited this page Jul 7, 2017 · 3 revisions

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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