Building a mob
Creating a mob, the template screen button by button, the random mob, spawning it to try it, and deleting it.
Every mob is built in game, from /mobsadmin → MOBS. Nothing about a mob is written in a file: it is a
row of the database, shared by every server on it. A mob is called a template in the code and in the
API; the screens just say mob.
The mob list
A paginated list of every mob, by id, each showing its name as it reads over a fresh mob, its type and how many are alive on this server.
| Click | What it does |
|---|---|
| Left-click a mob | Opens its screen. |
| Shift-click a mob | Spawns one where you stand. |
| Right-click a mob | Deletes it, after a confirmation. |
| CREATE MOB | Asks for an id, then the type, and opens the new mob. |
| RANDOM MOB | Rolls a mob and opens it. Right-click rolls one and spawns it at your feet. |
Creating one
The id
Up to 64 characters, unique across the network: an id another server already stored is refused with "A mob called … already exists."
The type
A searchable list of every living entity the server can spawn, except players and armour stands.
The screen
The mob is saved straight away as a vanilla mob of that type, named
{primary}&l<ID> &8[{success}%health%&8/{info}%max_health%&8], and its screen opens.
The random mob
RANDOM MOB rolls a template with ExyliaLib's random generator: an elite, a champion or, rarely, a boss,
with a random type, gear, stats, flags, skills and phases. It is saved as random_ plus four characters,
like any other mob, so you can look around it, change it or delete it. It never uses hits mode, rewards or
a model. See Random templates.
The mob screen
Every button saves as soon as you confirm, and the screen redraws with the new values. Live mobs keep what they were spawned with; new ones spawn with the change.
| Button | What it sets |
|---|---|
| Header | The mob as it reads: name, id, type and how many are alive here. |
| NAME | The name over its head, up to 256 characters, in Exylia text with palette tokens. %health% and %max_health% stay current on every hit and heal; in hits mode they are its hits. |
| TYPE | The creature it is. On a mob wearing a model with a body of its own, this button opens the body instead: the body decides what carries the model. See 3D models. |
| EQUIPMENT | Armour, the offhand, and the first hotbar slot as its main hand. Equipment never drops. |
| FLAGS | Glowing, baby, silent, fire immune, no vanilla drops, no vanilla experience, no item pickup, no sun burn, aggressive, wanders, no interaction, passive and a boss bar. |
| LOOK | Coat or variant, body armour or carpet, outline colour and an aura from config.yml; CYCLE walks through the options, RANDOM picks one. Then its reactions: how it enters, takes hits, dies and looks when nearly done, and its floating numbers. On a mob wearing a model only the reactions are offered. |
| ATTRIBUTES | Health, damage, speed, armour, toughness, knockback resistance, follow range, attack knockback and size. Blank keeps the vanilla value. |
| POTION EFFECTS | Effects applied as it spawns. |
| SKILLS | What it does: picked from the skill library or built by hand, each with a trigger, a cast and a style you can preview before a player ever sees it. |
| FIGHT | A breath between attacks, rotation groups (offered from the groups its skills name), and phases that change it as its health drops. |
| BEHAVIOUR | Hits instead of health, how long it stays, and how far it may wander from where it spawned. |
| 3D MODEL | A Blockbench model it wears instead of its body. See 3D models. |
| REWARDS | Its ten reward lists. See Rewards. |
| ITEM DELIVERY | Whether each list's items burst out where it dies or go to the player. See Rewards. |
| BOOSTER SOURCE | The source boosters see its rewards as. mobs unless set. See Rewards. |
| SPAWN ONE HERE | Spawns one where you stand, to try it. |
| BACK | The mob list, or the screen of the plugin that opened it, such as an ExyliaRewards piñata. |
| DELETE MOB | Deletes it, after a confirmation. |
The skills, casts, phases, reactions, flags and attributes are ExyliaLib's: their triggers, types, presets, aims and limits are on Mobs and models.
A mob in hits mode ignores health: only players' melee counts, one hit per player per hit cooldown, and the last hit breaks it. It is the piñata, the thing that has to be beaten open. It pays only when broken. See Hits mode.
Auras
The LOOK editor offers the auras named under auras in config.yml. Six ship: confetti, sparks,
galaxy, firestorm, waterworks and ender. A mob naming an aura the file no longer has wears the
first one. See Configuration.
Spawning and removing
| Way | What it does |
|---|---|
| SPAWN ONE HERE, or shift-click in the list | One at your feet. |
/mobsadmin spawn <mob> [amount] | Up to 50 at your feet. |
| A generator | Waves in an area while players are near. See Generators. |
REMOVE ALL on /mobsadmin, or /mobsadmin killall | Removes every custom mob alive on this server. |
A spawn the server refuses — a protected or blocked spot — answers "… could not spawn here. The spot may be blocked or protected."
Deleting
Deleting asks first, then removes the row from the database (other servers drop it as described in On a network). Mobs of it already alive stay until they die or are removed, and generators listing it skip it from then on.
A mob this server cannot read
A row whose type this server does not know (stored by a newer server version, for example) shows "Unknown type" and its editors answer "… has a type this server does not know. Change its type first." Pick a type with TYPE and it works again. A part of a row that cannot be read is left out and named in the console, rather than failing the whole mob.
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