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Spawners and Mobs

Spawner files control regular dungeon mob waves. Boss-objective dungeons use the same mob pool format inside boss.yml.

Spawner files live in:

dungeons/<id>/spawners/<spawner_id>.yml

Create a spawner while editing a dungeon:

/dungeon edit <dungeon_id>
/dungeon addspawner <spawner_id>
/dungeon save

The command creates the spawner file at the admin's current location in the template world.

Basic Spawner

location:
  world: dragon_template
  x: 100.5
  y: 64.0
  z: 200.5

trigger: ON_PLAYER_NEAR
trigger-distance: 20
trigger-time: 5
lifetime-behavior: PERSIST
lifetime-seconds: 0

mob-pools:
  - type: VANILLA
    mob-id: ZOMBIE
    count: 5
    chance: 100.0
  - type: MYTHIC
    mob-id: SkeletonKing
    count: 1
    chance: 35.0

Trigger Modes

Trigger Behavior
ON_START Spawns when the instance starts. This is usually not recommended for regular spawners because every configured mob can spawn immediately at dungeon startup.
ON_PLAYER_NEAR Spawns when a player enters trigger-distance.
ON_DELAY Spawns after trigger-time.
ON_PLAYER_NEAR_ON_DELAY Starts trigger-time after a player enters trigger-distance.

Spawners default to ON_PLAYER_NEAR with trigger-distance: 20. The selected trigger determines whether trigger-distance, trigger-time, or both apply.

Mob Lifetime

lifetime-behavior: PERSIST
lifetime-seconds: 0

PERSIST and PERSIST_UNTIL_DUNGEON_END prevent natural distance despawning during the instance. This also applies to ON_START mobs spawned far from players. Entities are saved across chunk unloading and reloading. Both modes still remove mobs when the instance is cleaned up or its world is deleted; neither keeps an instance running after it ends.

DESPAWN_AFTER_TIME removes the mob after a positive lifetime-seconds duration. Its deadline is retained through chunk unloading and mob transformations. Keep lifetime-seconds positive when using this mode. These settings cover Vanilla and MythicMobs spawned by the dungeon. Another plugin that explicitly removes an entity can still remove it.

Mob Pools

Mob pools can mix vanilla and MythicMobs entries in the same spawner:

mob-pools:
  - type: VANILLA
    mob-id: SKELETON
    count: 3
    chance: 100.0
  - type: MYTHIC
    mob-id: DungeonKnight
    count: 1
    chance: 25.0
Field Description
type VANILLA or MYTHIC.
mob-id Bukkit entity type for vanilla mobs, MythicMobs mob ID for Mythic mobs.
count How many mobs this pool spawns when selected.
chance Percent chance from 0.0 to 100.0.

Use /dungeon mythicmob [mobId] to list or check MythicMobs IDs when MythicMobs is installed.

Boss Spawners

Boss dungeons use /dungeon setboss instead of /dungeon addspawner.

/dungeon edit dragon_lair
/dungeon setboss
/dungeon save

This creates or updates the boss spawner data for the boss objective. Boss mob pools use the same VANILLA and MYTHIC entry format as regular spawners.

Validation

Run validation after changing spawner files:

/dungeon validate <dungeon_id>
/dungeon validate all

Validation checks spawner locations, trigger settings, mob pool data, and unavailable MythicMobs IDs where possible. Console output may contain more detail than chat.

Troubleshooting

If mobs do not spawn:

  • Run /dungeon validate <dungeon_id>.
  • Check that the spawner location is inside the template world.
  • Check trigger, trigger-distance, and trigger-time.
  • Verify MythicMobs IDs if the pool uses type: MYTHIC.
  • Make sure the template world is loaded.