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Mythicmob NPC Instance

An instance of a MythicMob NPC

Fields

FieldTypeDefaultDescription
definitionRef<MythicMobNpcDefinition>——
MythicMobNpcDefinition (11)
FieldTypeDefaultDescription
displayNameVar<String>——
soundVar<Sound>EMPTY—
mobTypeVar<String>—The MythicMob type to spawn.
showDisplayNameBooleantrueWhether to show the display name above the mob.
showDisplayNameInCinematicBooleantrueWhether to show the display name during cinematics.
showDisplayNameInNavigationBooleantrueWhether to show the display name during navigation.
nameOffsetDouble2.3Y offset for the name display above the mob.
dataList<Ref<EntityData<*>>>empty—
tickingBooleanfalseWhether to tick the NPC for movement and updates. Off (the supported setting): a model carrier without AI, driven by Typewriter. On: a living mob with AI. Keep it off when another extension's instance, such as a dungeon NPC instance, displays this NPC: each viewer then gets a mob of their own, visible to them alone, that no instance manages. Either way a server mob exists; it is only hidden from the other players.
clientSideRadiusDouble0.0Radius in which the mob can move (requires ticking=true). If 0, movement is disabled.
cancelInteractAnimationBooleanfalseWhether to cancel the interact animation when a player interacts with the NPC.
spawnLocationVar<Position>ORIGIN—With rotation
dataList<Ref<EntityData<*>>>empty—
activityRef<out EntityActivityEntry>——
groupRef<out GroupEntry>——
secondaryOffsetVector{"x":0.0,"y":0.0,"z":0.0}Offset (X, Y, Z) for the secondary focus point (automatically created with empty text)

How to use it​

Place one instance per spot where you want the NPC.

  • definition is the MythicMob NPC Definition to place.
  • spawnLocation is the position and rotation. A fixed position gives one NPC position for everybody; a variable resolves a position per player.
  • activity sets the behaviour, for example a path from the Road Network. Without one, the NPC stays idle.
  • group shares the NPC between the members of a group, such as a party. With a client-side definition (ticking off) and no group, each player gets an individual NPC.
  • data adds entity data on top of the definition's data. Instance data wins over definition data.
  • secondaryOffset is an invisible focus point, relative to spawnLocation. The Camera Cinematic and the Camera Bound look at it. Leave it at 0, 0, 0 to look at the middle of the mob.

Facts, variables, actions and cinematics that need an NPC all ask for an instance, not a definition.