mobs.yml lets you define specific rules for individual NPC types. This is where you control which mobs can become elites, what weapons they should use, and how they are matched by the system.
How Mob Rules Work
When a hostile NPC spawns, EliteMobs checks it against the mob rules list. The first matching rule wins. If no rule matches, the mob is not transformed into an elite. Rules are matched using a scoring system:- Exact match (highest priority) — the mob’s role ID matches a value in
matchExact. - Prefix match — the role ID starts with a value in
matchStartsWith. - Contains match — the role ID contains a value in
matchContains. - Exclusions — if the role ID contains any value in
matchExcludes, the rule is skipped.
Example Rules
Weapon Override Modes
| Mode | What it does |
|---|---|
ALWAYS | Replaces the mob’s weapon with one matching the criteria, regardless of what it was holding. |
ONLY_IF_EMPTY | Only equips a weapon if the mob’s hands are empty. |
NONE | Never changes the mob’s equipment. Use this for custom bosses or unarmed mobs. |
Weapon Filtering
UseweaponIdMustContain and weaponIdMustNotContain to restrict what weapons a mob can be given.
weaponIdMustContain: ["pickaxe"]— the mob will only receive weapons whose ID contains “pickaxe”.weaponIdMustNotContain: ["shortbow", "crossbow"]— the mob will never receive ranged weapons.
Per-Tier Enable
TheenableWeaponOverrideForTier array lets you toggle weapon overrides per tier. Set a tier to false to let the mob keep its default weapon at that tier level.