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Spawners.md

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Spawners

Spawners allow you to define specific points in your worlds at which your custom mob creations can spawn. They can with a variety of useful options, conditions and built-in timers, cooldowns and warmups. Note that in MythicSpawners you can only use the old conditions system. Here can you find them: Legacy Conditions

You can create spawners directly ingame by using [Commands](/commands and permissions) and by creating the a configuration file in the folder /MythicMobs/Spawners. Note that once a spawner-configuration file has been loaded onto a running server, it can only be edited by ingame commands. If you want to edit a already loaded spawner-configuration file in a text-editor, you have to stop the server in the meantime.

Pros of Spawners

  • Doesn't require natural mob spawning to be enabled to work.
  • Allows for a much more specific and consistent implementation because you can specify exactly where and how each mob spawn.
  • Support timers, leashing and other features.
  • Good to populate small arenas or dungeons.

Cons of Spawners

  • Setup can be time consuming especially for larger implementations.
  • Can become very difficult to manage if not planned out correctly.
  • Mobs need to be configured appropriately.
  • Despawn false isnt a option that is meant to be used in mythic spawners.

Example Config

SpawnerName:
  MobName: mobTypeName 
  World: worldname
  SpawnerGroup: GroupName
  X: 0 
  Y: 0 
  Z: 0 
  Radius: 0 
  RadiusY: 0 
  UseTimer: true  
  MaxMobs: 1
  MobLevel: 1
  MobsPerSpawn: 1
  Cooldown: 0
  CooldownTimer: 0
  Warmup: 0
  WarmupTimer: 0
  CheckForPlayers: true
  ActivationRange: 40
  LeashRange: 32
  HealOnLeash: false
  ResetThreatOnLeash: false
  ShowFlames: false
  Breakable: false
  Conditions: []
  ActiveMobs: 1

Options

Option Description Usage Default
mobtype: <mobtype> or mobname: <mobtype>: This is mob type that the spawner will spawn. Can only be set to an internal MythicMobs mob. Allows for an array of mobs with weightings. /mm s set [name] mobtype 25%Mob1,25%Mob2,50%mMob2 N/A
world: <worldname>: This is the filename of the world where the spawner is located /mm s set world Creation World
spawnergroup: <group name> This sets the group name for the spawn. For larger configurations, such as if you are populating a dungeon, you can group all spawners and then change the settings for them all at the same time. /mm s set g: N/A
X: / Y: / Z: Coordinates of the spawner Creation Location
radius: <number> This is the radius around the spawner at which the mob can spawn. /mm s set radius 0
radiusY: <number> This is the vertical radius around the spawner at which the mob can spawn /mm s set radiusy 0
usetimer: <true/false> Whether or not the spawner activates on a timer. /mm s set usetimer <true/false> True
maxmobs: <number> This is the max number of mobs that can be spawned and existing in the world for this spawner. Must be equal to or greater than mobsperspawn /mm s set maxmobs 1
moblevel: <number> This is the level of the mob that should spawn from this spawner. Mob must have level configuration for this to work. /mm s set moblevel 1
mobsperspawn: <number> This is the number of mobs spawned each time the spawner spawns a mob. /mm s set mobsperspawn 1
cooldown: <number> This the amount of time in seconds that the spawner waits after a mob has been spawned before another mob is spawned. /mm s set cooldown 0
cooldowntimer: <number> This option is set automatically by the spawner. Used to bridge cooldowns over server reboots. does not require any user setting
warmup: <number> The amount of time in seconds before the spawner starts cooldown. Warmup starts on activation and if maxmobs is reached and a mob dies. /mm s set warmup 0
warmuptimer: <number> This option is set automatically by the spawner, used to bridge warmups over server reboots. does not require any user setting.
checkforplayers: <true/false> Whether or not players must be near the spawner for it to "activate" true (recommended for performance)
activationrange: <number> What radius must players be within for the spawner to activate. 40 blocks
leashrange: <number> This is the max distance that a mob can move from its spawn location before it is teleported back. /mm s set leashrange -1(none)
healonleash: <true/false> Whether the mob should heal to full health when it leashes back to its spawner /mm s set healonleash <true/false> false
resetthreatonleash: <true/false> Resets ThreatTables (if enabled) when a mob teleports back to its spawner. false
showflames: <true/false> Set this to true to show flames around the spawner. /mm s set showflames <true/false> false
breakable: <true/false> Determines if the spawner is broken with the block it is placed on false
conditions: Set conditions to be met for the spawner to activate. MythicSpawners can only use the legacy conditions system. Find them here
activemobs: <number> Used to keep track of mobs connected to (spawned by) the spawner. it does not require any user setting.

Note on timing of spawns: Timing: warmup-> mob spawns-> cooldown-> mob spawns*>