Elite Script Actions
Actions are at the core of the script. These determine what the script does and allows you to set custom intervals.
Actions always start with the type of action you are going to do. Different action types serve different functions. Additionally, all actions have a target or targets. Actions can also have a wait timer, to make sure that things happen at customizable delays. Finally, actions can also have several other fields specific to the action type.
Shared attributes
| Values | Details | Special |
|---|---|---|
Target | More info here | ❌ |
wait | Sets the amount of time to wait (ticks) before running actions | ❌ |
repeatEvery | Sets the actions to repeat every set amount of ticks. Any script that has this set but is not using times will be terminated upon mob death to avoid lag. You can randomize this value by using ~ example: 1~5. | ❌ |
times | Sets the amount of times an action will happen for. You can randomize this value by using ~ example: 1~5. | Requires repeatEvery |
scripts | Sets the scripts that will run at the end of the action | ❌ |
onlyRunOneScript | Picks one of the scripts at random and only runs that one. | ❌ |
offset | This option goes under Target. Allows you to offset the target location. Offset does not work with actions that are targeting zones with ZONE_FULL or ZONE_BORDER. | ❌ |
debug | This option goes under the action section of the script. When set to true it will display barrier icons in the area that the action is. | ❌ |
Action types
ACTION_BAR_MESSAGE
Sets the action bar message for the targets.
| Values | Details | Mandatory | Special |
|---|---|---|---|
Target | More info here | ✅ | ❌ |
sValue | Message | ✅ | Can use Color Codes with & |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: ACTION_BAR_MESSAGE
Target:
targetType: NEARBY_PLAYERS
range: 10
sValue: "&2Hello World!"

Will set the action bar to say Hello World to any players that are within 10 blocks from the boss.
BOSS_BAR_MESSAGE
Adds a bossbar to the target(s).
| Values | Details | Mandatory | Special |
|---|---|---|---|
Target | More info here | ✅ | ❌ |
sValue | Message | ✅ | Can use Color Codes with & |
duration | Duration of the boss bar in ticks | ✅ | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: BOSS_BAR_MESSAGE
Target:
targetType: NEARBY_PLAYERS
range: 10
duration: 120
sValue: "&2Hello World!"

Will set a boss bar saying Hello World to any players that are within 10 blocks from the boss for 6 seconds (120 ticks).
DAMAGE
This is how you can damage entities as other entities.
Note: this natively uses the EliteMobs damage system! This means that you will see the normal elite armor reduction from strikes. More on this in the multipliers section.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
multiplier | Damage multiplier | ✅ |
| nNote on recursion: To prevent infinite loops, damage actions have a maximum recursion depth of 3. If a damage script calls another damage script, the chain will stop after 3 levels deep. |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: DAMAGE
Target:
targetType: NEARBY_PLAYERS
range: 10
multiplier: 0.5
Sets the damage to be half the amount of base damage the boss would deal to the player, taking damage reductions into account.
multiplier
Sets the damage multiplier of the boss for the effect.
Important: in order to make powers scale easily and automatically, damage is applied by having the boss hit the player once and multiplying the base damage of the boss with the multiplier.
This means that a multiplier of 1.0 is the same as a normal hit from the boss. 2.0 is a hit 2x the normal strength, and 0.5 is 50% as hard.
HEAL
This is how you can heal entities including players.
Note: this natively uses the EliteMobs heal system! This means that you will see the EliteMobs notification message near the entity showing for how many points they were healed!
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
amount | Heal for how many points. (2 points is one heart) | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: HEAL
Target:
targetType: NEARBY_MOBS
range: 15
amount: 20
When the boss is hit then it will heal all mobs within 15 blocks for 20 points (10 hearts).
MAKE_INVULNERABLE
Makes a target invulnerable.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
invulnerable | Sets if the boss is invulnerable | ✅ |
duration | Sets the duration of the invulnerability (ticks) | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: MAKE_INVULNERABLE
Target:
targetType: SELF
invulnerable: true
duration: 60
Makes a boss invulnerable for 60 ticks (3 seconds).
MODIFY_DAMAGE
Modifies the damage dealt to a boss or dealt to players by that boss. This is a special action with a few special requirements.
| Values | Details | Mandatory |
|---|---|---|
multiplier | Damage multiplier. | ✅ |
This action is special and must be in a script that has an event listener for a damage event. The following are valid damage events: EliteMobDamagedByEliteMobEvent, EliteMobDamagedByPlayerEvent, EliteMobDamagedEvent for events that reduce damage dealt to the boss and PlayerDamagedByEliteMobEvent for events that reduce damage dealt to players.
It is highly recommended that you learn how the hasTag condition works in order to best use this action. When used correctly, it is possible to make the boss temporarily resist or be weaker to damage, and this can be associated to player buffs, boss location or many other factors.
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: MODIFY_DAMAGE
multiplier: 2.0
Conditions:
hasTags:
- "CoolPlayer"
Target:
targetType: DIRECT_TARGET
Increases the damage dealt to the boss by the players by 2x, but only if the player has a tag called "CoolPlayer"
MESSAGE
Sends a message to the target(s).
| Values | Details | Mandatory | Special |
|---|---|---|---|
Target | More info here | ✅ | ❌ |
sValue | Message | ✅ | Can use Color Codes with & |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: MESSAGE
Target:
targetType: NEARBY_PLAYERS
range: 10
sValue: "&2Hello World!"
Will send a chat message to all players within 10 blocks from the boss.
NAVIGATE
Makes the boss navigate (walk) to the specified target.
| Values | Details | Mandatory | Special |
|---|---|---|---|
Target | More info here | ✅ | ❌ |
FinalTarget | More info here | ✅ | ❌ |
velocity | Sets the navigation speed of the boss. 1.0 being the boss value as set in the config. | ❌ | ❌ |
bValue | Sets if the the boss should be force teleported to the FinalTarget if navigation fails. | ❌ | ❌ |
duration | How long should the boss try to navigate before it gives up. Set in ticks. Default is 100 ticks. | ✅ | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: NAVIGATE
Target:
targetType: SELF
FinalTarget:
targetType: NEARBY_PLAYERS
range: 50
velocity: 1.0
bValue: true
duration: 100
Will make the boss navigate to the spot the player was standing at when they hit the boss.
PLACE_BLOCK
Places a block at the target location(s) for the duration.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
material | Material of the block, full list here | ✅ |
duration | Duration of effect, in ticks | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Zone:
shape: DOME
radius: 3
Target:
targetType: SELF
Actions:
- action: PLACE_BLOCK
Target:
targetType: ZONE_FULL
duration: 120
material: GLASS

Places a glass dome around the boss that will last for 6 seconds.
Note: If no duration is defined, the block placement is permanent.
PLAY_ANIMATION
Plays the specified animation for a Custom Model using Model Engine. Requires Model Engine and a valid Custom Model to be on the target that runs the animation.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
sValue | Sets the name of the animation | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: PLAY_ANIMATION
Target:
targetType: SELF
sValue: "fortnite_dance"
Sets the boss to play the fortnite_dance animation. Requires the server to have Model Engine, the boss to have a custom disguise and the custom disguise to have an animation called "fortnite_dance".
PLAY_SOUND
Plays an in-game sound.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
sValue | Sets the name of the sound to be played | ✅ |
pitch | Sets the pitch of the sound to be played | ❌ |
volume | Sets the volume of the sound to be played | ❌ |
Here's a handy list of all Minecraft sounds! Remember that this can also play custom sounds from resource packs. When the action is targeting a zone then the action will play a sound for every block in that zone. This can make the sound considerably louder than normal so consider lowering the volume if targeting a zone.
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: PLAY_SOUND
Target:
targetType: SELF
sValue: minecraft:block.bell.resonate
Plays the resonate sound from Minecraft bells at the boss location
POTION_EFFECT
Applies a specific potion effect to the target(s).
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
potionEffectType | Effect type, valid list is here | ✅ |
amplifier | Potion effect level (starts at 0) | ✅ |
duration | Duration of the effect (ticks) | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: POTION_EFFECT
Target:
targetType: NEARBY_PLAYERS
range: 10
potionEffectType: LEVITATION
amplifier: 1
duration: 40

This will make any players within 10 blocks from the boss levitate for 2 seconds (40 ticks).
PUSH
Pushes a target by a set vector.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
vValue | Sets vector of the velocity that will be applied | ✅ |
Note: This action also accepts relative vectors. Learn more about how to use those here.
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: PUSH
wait: 3
Target:
targetType: NEARBY_PLAYERS
range: 10
vValue: 0,0.3,0
times: 10
repeatEvery: 10

This will push all players within 10 blocks from the boss into the air using a force of 0.3. This action will be repeated 10 times every 0.5 seconds (10 ticks). In other words that will make this effect last 5 seconds (10 times x 10 ticks = 100 ticks).
This will make it seem like the players are jumping.
vector
Vectors are defined by vValue: x,y,z. As an example, if you want the target to be pushed upwards, you can do vValue: 0,0.3,0.
REMOVE_ELITE
This action will remove any targeted Elites. Can be combined with Conditions and Tags to only remove certain Elites.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: REMOVE_ELITE
Target:
targetType: NEARBY_ELITES
range: 10
This will remove any nearby elites within a 10 block radius.
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: REMOVE_ELITE
Target:
targetType: NEARBY_ELITES
range: 3
Conditions:
conditionType: FILTERING
hasTags:
- remove_me
Target:
targetType: ACTION_TARGET
This will remove any nearby elites within a 3 block radius, but only if they have the tag remove_me.
RUN_COMMAND_AS_CONSOLE
Runs a command as console.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
sValue | Command that will be run | ✅ |
Note: there are placeholders available! Check RUN_COMMAND_AS_PLAYER, they're the same
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: RUN_COMMAND_AS_CONSOLE
Target:
targetType: NEARBY_PLAYERS
range: 10
sValue: say Hello $bossName my name is $playerName. What is your level? $bossName my level is $bossLevel.

Makes console broadcast the message "Hello $bossName my name is $playerName. What is your level? $bossName my level is $bossLevel"
RUN_COMMAND_AS_PLAYER
Runs a command as aplayer. Requires the target to be players.
| Values | Details | Mandatory |
|---|---|---|
target | More info here | ✅ |
sValue | Command that will be run | ✅ |
Note: RUN_COMMAND_AS_PLAYER and RUN_COMMAND_AS_CONSOLE use the following placeholders:
| Placeholder | Details | Special |
|---|---|---|
$playerName | Display name of the player | Target must be player |
$playerX | Player's X location | Target must be player |
$playerY | Player's Y location | Target must be player |
$playerZ | Player's Z location | Target must be player |
$bossName | Display name of the boss | ❌ |
$bossX | Boss' X location | ❌ |
$bossY | Boss' Y location | ❌ |
$bossZ | Boss' Z location | ❌ |
$bossLevel | Level of the boss | ❌ |
$bossWorldName | Name of the boss's world | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: RUN_COMMAND_AS_PLAYER
Target:
targetType: NEARBY_PLAYERS
range: 10
sValue: say Hello $bossName my name is $playerName.
![]()
Makes the player run the say command with Hello $bossName my name is $playerName., meaning they just say "Hello $bossName my name is $playerName."
RUN_SCRIPT
This simply runs the scripts defined in scripts. Any action can do this, this action only exists as a convenience action for when you just want to do that.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
scripts | Scripts that will be run | ✅ |
onlyRunOneScript | Run only one script from the list. | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: RUN_SCRIPT
onlyRunOneScript: false
scripts:
- Example1
- Example2
Example1:
Actions:
- action: DAMAGE
Target:
targetType: NEARBY_PLAYERS
range: 10
multiplier: 0.5
Example2:
Actions:
- action: MESSAGE
Target:
targetType: NEARBY_PLAYERS
range: 10
sValue: "&cCool boss!: &fGotcha back!"
When an elite gets damaged, runs RUN_SCRIPT, which runs Example1 and Example2 scripts.
Example1 script will damage all players within 10 blocks from the boss.
Example2 script will message all players within 10 blocks from the boss with the message "&cCool boss!: &fGotcha back!".
SCALE
Allows you to scale entities.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
scale | Sets the scaling size | ✅ |
duration | Sets how long the scaling effect should last | ❌ |
When scaling, 1.0 represents the default size. To make the entity larger, increase the value (e.g., 1.2). To make the entity smaller, decrease the value (e.g., 0.8).
Note: This can target players so please be careful with how you use it!
Note: If you have already scaled the boss using the scale setting in the boss config, the duration setting will reset the boss back to the default size of 1.0, regardless of the initial scale value in the config.
Example
eliteScript:
Example:
Events:
- EliteMobDamagedEvent
Actions:
- action: SCALE
Target:
targetType: SELF
scale: 0.3
duration: 60
When the mob gets hit, it will shrink to a tiny size. After 60 ticks (3 seconds), it will revert back to its default size (1.0).
SET_FACING
Makes the boss face a certain direction. Mostly used together with animations.
| Values | Details | Mandatory |
|---|---|---|
vValue | Which direction should the boss face. X,Y,Z | ❌ |
RelativeVector | Uses relative vectors to make the boss face a target. | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: SET_FACING
vValue: 1,0,0
Will make the boss face East.
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: SET_FACING
RelativeVector:
SourceTarget:
targetType: SELF
DestinationTarget:
targetType: NEARBY_PLAYERS
range: 20
Will make the boss face a player within 20 blocks range.
SET_MOB_AI
Sets if the mob has AI. In Minecraft, mobs with no AI will not move and will not attack. They can still get damaged, but damaging them will not result in them getting knocked back.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
bValue | Sets whether the boss has AI | ✅ |
duration | Sets the of the value set (ticks) | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: SET_MOB_AI
Target:
targetType: SELF
bValue: false
duration: 40
Sets the boss to not have AI for 2 seconds (40 ticks).
SET_MOB_AWARE
Sets if the mob is aware. In Minecraft, mobs that are not aware will not move to new locations and will not attack. They can still get damaged, and they will get knocked back.
As a note, if the mob was already moving to a location when it lose awareness, it will finish going to that location before fully stopping and not moving anymore.
This means you can use unaware mobs to move to defined locations, unlike mobs with no AI.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
bValue | Sets whether the is aware | ✅ |
duration | Sets the of the value set (ticks) | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: SET_MOB_AWARE
Target:
targetType: SELF
bValue: false
duration: 40
Sets the boss to not have awareness for 2 seconds (40 ticks).
SET_ON_FIRE
Sets an entity on fire for the duration.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
duration | Duration of effect, in ticks | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: SET_ON_FIRE
Target:
targetType: NEARBY_PLAYERS
range: 10
duration: 60

Sets on fire all players within 10 blocks from the boss for 3 seconds (60 ticks).
SET_TIME
Sets the in-game time of the world the target is in.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
time | Sets the time | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: SET_TIME
Target:
targetType: SELF
time: 10000

When struck the boss will set the time of the world the boss is in to be 10000 ticks.
SET_WEATHER
Sets the weather of the world the target is in for a set amount of time.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
weather | Sets the weather type | ✅ |
duration | Sets the duration of the weather pattern | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: SET_WEATHER
Target:
targetType: SELF
weather: PRECIPITATION
duration: 120

Sets the weather of the world the boss is in to be raining/snowing for the next minute.
Note: The effect will take a while to trigger.
weather
The following are valid weather patterns:
CLEAR- Sets the weather to be clearPRECIPITATION- Sets the weather to rain / snow, depending on the biome, location height and other vanilla Minecraft considerations.THUNDER- Sets the weather to thunderstorm
SPAWN_FIREWORKS
Spawns fireworks.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
vValue | Sets the velocity of the fireworks rocket | ✅ |
flicker | Sets if the firework particles will flicker | ❌ |
withTrail | Sets if the firework rocket will leave a trail | ❌ |
power | Sets the power of the fireworks | ❌ |
fireworkEffects | Sets the effects of the fireworks, relating to how long it will take before exploding | ✅ |
fireworkEffectType | Sets the shape of the firework from this list | ❌ |
fireworkEffectTypes | Sets the shapes of the firework from this list . This is a list of shapes - if you want a list of shapes, don't use fireworkEffectType! [1] | ❌ |
[1] When using multiple shapes for the fireworks, each shape will use the colors from the list of colors at the same position. Check example below.
Example
eliteScript:
fireworkShot1:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: SPAWN_FIREWORKS
Target:
targetType: SELF
offset: 1,1.5,0
vValue: .5,-.35,1
flicker: false
withTrail: false
power: 2
fireworkEffects:
- [ORANGE, RED]
- [YELLOW, BLUE]
fireworkEffectTypes:
- BALL_LARGE
- STAR

Spawns fireworks at the boss location offset by x= 1, y= 1.5 and z = 0. Gives the fireworks a velocity of x=.5, y=-.35 and z=1. The fireworks won't flicker nor have trails; power is set to 2, so the fireworks explosion will be delayed by that amount.
Finally, there are two lists of color lists: list 1 is orange & red and list 2 is yellow & blue. There are two shapes for the fireworks: BALL_LARGE and STAR. This means that BALL_LARGE (element 1) will use orange & red colors (list 1) and STAR (element 2) will use yellow & blue colors (list 2).
fireworkEffects
These are the effects the fireworks rocket will show. At least one effect is required. The following are valid effects:
- WHITE, SILVER, GRAY, BLACK, RED, MAROON, YELLOW, OLIVE, LIME, GREEN, AQUA, TEAL, BLUE, NAVY, FUCHSIA, PURPLE, ORANGE
STRIKE_LIGHTNING
Strikes lightning. This is a visual effect, if you want damage you should add a damage action.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: STRIKE_LIGHTNING
Target:
targetType: SELF
repeatEvery: 5
times: 5

Strikes lightning the boss every 5 ticks for 5 times.
SPAWN_FALLING_BLOCK
Spawns a falling block at the target. Visual only, does not place the block.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
material | Sets the Material of the falling block. Check valid types here and make sure they are a valid block material. | ✅ |
landingScripts | Sets the list of scripts that will run when the block falls | ✅ |
vValue | Sets the velocity and direction of a falling block. | ✅ |
landingScripts works the same way as RUN_SCRIPT but can accept the special target type LANDING_LOCATION.
The LANDING_LOCATION is inherited by script runners, allowing for a landing location script to also function as a script runner. You can add a wait on the action that calls the scripts, followed by the subsequent script calls. The LANDING_LOCATION will always be the argument for the target, even when inherited, as it is assigned in a single specific way.
Note: This action also accepts relative vectors. Learn more about how to use those here.
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: SPAWN_FALLING_BLOCK
Target:
targetType: SELF
offset: 3,10,0
material: STONE
vValue: 0,0,0
landingScripts:
- LandingScriptExample
LandingScriptExample:
Actions:
- action: PLACE_BLOCK
Target:
targetType: LANDING_LOCATION
duration: 200
material: STONE

When the boss is struck, this script will spawn a falling stone block 10 blocks above and 3 blocks next to the boss location.
Once the block falls, it will run the LandingScriptExample script, which will place a stone block at the location the block landed on. The block will stay there for 10 seconds (200 ticks) before it disappears.
SPAWN_PARTICLE
Spawns particles at the target.
Note: If coverage is not set, then the coverage will be set to 0.3 by default!
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
particles | Lists the particles that will be spawned | ✅ |
particles
Particles have their own special settings, which go as follows:
| Values | Details | Default | Special |
|---|---|---|---|
x | Sets offset of X | 0.01 | (1) |
y | Sets offset of Y | 0.01 | (1) |
z | Sets offset of Z | 0.01 | (1) |
amount | Sets amount of particles spawned | 1 | (1) |
speed | Sets speed of particles | 0.01 | ❌ |
particle | Sets entity type | FLAME | Pick from this list! |
red | Sets red value | 255 | (2) |
green | Sets green value | 255 | (2) |
blue | Sets blue value | 255 | (2) |
toRed | Sets final red value | 255 | (3) |
toGreen | Sets final green value | 255 | (3) |
toBlue | Sets final blue value | 255 | (3) |
(1) If the amount is set to 0, x, y and z will set the particle's velocity instead.
(2) Only for the REDSTONE, DUST_COLOR_TRANSITION, SPELL_MOB and SPELL_MOB_AMBIENT particles
(3) Only for the DUST_COLOR_TRANSITION particle
It is important to note that one SPAWN_PARTICLE script can spawn multiple particles. Each particle can then have its own configuration fields within the SPAWN_PARTICLE action. Here is an example:
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Zone:
shape: CYLINDER
radius: 4
borderRadius: 3
height: 30
Target:
targetType: DIRECT_TARGET
track: true
Actions:
- action: SPAWN_PARTICLE
Target:
targetType: ZONE_BORDER
particles:
- particle: FLAME
speed: 0.2
- particle: SMOKE_NORMAL
speed: 0.1
amount: 1
repeatEvery: 10

This will spawn a cylinder made from flame and smoke particles around the player that damaged the boss.
Moving a particle:
It is possible to set a specific speed for a particle, and it works the same way the Spigot API does. This allows scripters to set a particle to go in a specific direction at a specific speed. It is not possible to make particles change direction midway. This effect is used in the flamethrower enchantment and boss power.
To move a particle, set amount: 0. This will signal to Minecraft that the x, y and z values are actually a vector. This vector sets the direction toward which your particle will go.
Let's say that you want a FLAME particle to go up. To do this, you want a positive y value, and nothing else. Finally, you will want to set the velocity to what you want the speed to be. Here is a full example:
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Zone:
shape: CYLINDER
radius: 4
borderRadius: 3
height: 30
Target:
targetType: DIRECT_TARGET
track: true
Actions:
- action: SPAWN_PARTICLE
Target:
targetType: ZONE_BORDER
particles:
- particle: FLAME
amount: 0
x: 0
y: 1
z: 0
speed: 0.2
- particle: SMOKE_NORMAL
speed: 0.1
amount: 0
x: 0.5
y: 1
z: 0.5
amount: 3
repeatEvery: 10
This will spawn a flame particle at the boss location that will go up.
SUMMON_REINFORCEMENT
Summons reinforcements from EliteMobs Custom Bosses.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
sValue | Sets the filename of the Custom Boss reinforcement | ✅ |
duration | Sets the duration of the reinforcement (ticks) | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: SUMMON_REINFORCEMENT
Target:
targetType: DIRECT_TARGET
sValue: your_boss_file.yml
Spawns the reinforcement with the filename "your_boss_file.yml" at the boss location.
SUMMON_ENTITY
Summons an entity at the target location.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
sValue | Sets the entity type to summon | ✅ |
vValue | Sets the velocity of the summoned entity | ❌ |
landingScripts | Scripts to run when the entity lands or becomes invalid | ❌ |
Note: This action also accepts relative vectors. Learn more about how to use those here.
Example
eliteScript:
Example:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: SUMMON_ENTITY
sValue: ARROW
vValue: 0,1,0
Target:
targetType: SELF
track: false
RelativeVector:
SourceTarget:
targetType: SELF
DestinationTarget:
targetType: ZONE_FULL
normalize: true
multiplier: 8.0
Spawns an arrow at the boss's location and launches it toward a zone with a normalized velocity.
TAG
Adds tags to the bosses or players. Tags are just Strings, or words, that scripters can define. These are only used to run condition checks and have no direct gameplay effect outside of what they are used for in scripts.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
tags | Sets the tags | ✅ |
duration | Sets the duration of the tags (ticks) | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobSpawnEvent
Actions:
- action: TAG
Target:
targetType: SELF
tags:
- fireworks
- action: SPAWN_FIREWORKS
Target:
targetType: SELF
wait: 20
offset: 0,3,0
vValue: 0,.1,0
flicker: true
withTrail: true
power: 1
fireworkEffects:
- [ORANGE, RED]
repeatEvery: 20
Conditions:
hasTags:
- fireworks
Tags the boss with the string "very_sus", which can later be checked through script conditions.
Important: It is only possible to tag player and elite mobs.
TELEPORT
Teleports the target(s) to the defined location.
| Values | Details | Mandatory |
|---|---|---|
Target | Sets who will get teleported. General target info here! | ✅ |
FinalTarget | Sets where they will be teleported. General target info here! | ✅ |
location | Teleport location | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: TELEPORT
Target:
targetType: NEARBY_PLAYERS
range: 10
FinalTarget:
targetType: SELF_SPAWN

This would teleport all players that are within 10 blocks from the boss to the boss spawn location.
location
Sets the location where the player will be teleported. The format is the standard EliteMobs world_name,x,y,z,pitch,yaw.
Example
location: world,0,64,0,0,0
This has a few special values:
- If the world name is set to
same_as_boss, it will replace the world name with the name of the world the boss is currently in:
location: same_as_boss,0,64,0,0,0
- If there are only three values matching x, y and z the teleport will be done to a location relative to the boss location. If the boss is a regional boss, the location will be relative to the boss' spawn point.
TITLE_MESSAGE
Sets the action bar message for the targets.
| Values | Details | Mandatory | Special | Default |
|---|---|---|---|---|
Target | More info here | ✅ | ❌ | ❌ |
title | Sets the title message | ✅ | Can use Color Codes with & | ❌ |
subtitle | Sets the subtitle message | ✅ | Can use Color Codes with & | ❌ |
duration | Sets the duration of the message (ticks) | ✅ | ❌ | 0 |
fadeIn | Sets fade in time (ticks) | ❌ | ❌ | 0 |
fadeOut | Sets fade out time (ticks) | ❌ | ❌ | 0 |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: TITLE_MESSAGE
Target:
targetType: NEARBY_PLAYERS
range: 10
title: "&2Hello World!"
subtitle: "&2I am a subtitle!"
duration: 120
fadeIn: 20
fadeOut: 20

Will set the title message to show the title "&2Hello World!" with the subtitle "&2I am a subtitle!" to all players that are within 10 blocks from the boss.
The message will stay on screen for 8 seconds (120 + 20 + 20 = 160 ticks) including the fade in and out animation.
UNTAG
Removes tags from the boss. Check TAG to see how tags work.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
tags | Sets the tags | ✅ |
duration | Sets the duration of the remove of the tags (ticks) | ❌ |
Example
eliteScript:
Example:
Events:
- EliteMobSpawnEvent
Actions:
- action: TAG
Target:
targetType: SELF
tags:
- fireworks
- action: SPAWN_FIREWORKS
Target:
targetType: SELF
wait: 20
offset: 0,3,0
vValue: 0,.1,0
flicker: true
withTrail: true
power: 1
fireworkEffects:
- [ORANGE, RED]
repeatEvery: 20
Conditions:
hasTags:
- fireworks
Example2:
Events:
- EliteMobEnterCombatEvent
Actions:
- action: UNTAG
Target:
targetType: SELF
tags:
- fireworks
Removes the tag "very_sus" from the boss, which can later be checked through script conditions.
VISUAL_FREEZE
Gives the frozen visual effect to the player & does its associated damage. This should be combined with a repeating script if you don't want the effect to immediately fade.
| Values | Details | Mandatory |
|---|---|---|
Target | More info here | ✅ |
duration | Duration of effect, in ticks | ✅ |
Example
eliteScript:
Example:
Events:
- EliteMobDamagedByPlayerEvent
Actions:
- action: VISUAL_FREEZE
Target:
targetType: NEARBY_PLAYERS
range: 10
duration: 20
repeatEvery: 20
times: 3
Gives all players within 10 blocks from the boss the freezing visual for 3 seconds (60 ticks).
Multiple actions
Sometimes you may want to do several actions all at once when an event happens, like sending multiple messages or doing different actions sequentially. This is easily done! Let's add a potion effect action to our example:
Example
eliteScript:
MessagePlayers:
Events:
- EliteMobDamagedEventByPlayerEvent
Actions:
- action: MESSAGE
Target:
targetType: ALL_PLAYERS
message: I am messaging all online players!
- action: MESSAGE
Target:
targetType: DIRECT_TARGET
message: I am messaging the player that hit the boss!