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, RPGMobs 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 Category Restrictions
UseallowedWeaponCategories to restrict what weapons a mob can be given. Categories are defined in gear.yml and referenced using the category:CategoryName syntax.
allowedWeaponCategories is set, only weapons from those categories are eligible during equipment assignment. An empty list means all weapons from the tier’s allowed rarities are available.
Armor Category Restrictions
UseallowedArmorCategories to restrict what armor materials a mob can wear. Works the same as weapon categories.
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.
Armor Slot Restrictions
Some mob models don’t support all armor slots (e.g., floating heads, bodiless creatures). UseallowedArmorSlots to control which armor pieces the mob can equip.
| Value | What it does |
|---|---|
[] (empty) | All armor slots are available (default behavior). |
["HEAD"] | Only the head slot gets armor. |
["HEAD", "CHEST"] | Only head and chest slots get armor. |
["NONE"] | No armor slots are available — the mob gets no armor at all. |
HEAD, CHEST, HANDS, LEGS (case-insensitive).
Mob Rule Category Tree
Mob rules are organized into a hierarchical category tree inmobrules.yml. Categories group related mob rules together, making it easy to reference them in abilities and loot templates using the category:CategoryName syntax.
The default tree organizes 200+ mob rules into families:
- Goblins — Lobber, Miner, Scavenger, Scrapper, Thief subcategories
- Trorks — Sentry, Warrior subcategories
- Skeletons — Standard, Burnt, Frost, Sand, Pirate, Incandescent subcategories
- Zombies — Aberrant subcategory
- Outlanders, Wraiths, Void
category:Skeletons, it targets all skeleton mob rules across all subcategories.
The category tree can be managed through the Admin UI in the Mob Rules tab.
Tip: The default configuration includes rules for most standard Hytale hostile NPCs. If you add custom NPCs from another mod, add a matching rule here so they can become elites.