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. |