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Everything you write lives in one folder, plugins/LodeEntities/Mobs/: mobs, their models, their skills, spawn rules and spawners. Organise it however you like. A folder per mob keeps things easy to find:

How Mobs/ is read

  • Any file, any folder. Every .yml under Mobs/ is read, as deep as you like, and every .bbmodel and .ajmodel is loaded wherever it sits. File and folder names mean nothing to the plugin; only the ids inside do.
  • One file can hold anything. Each top-level key is read for what it is: a mob (it has base:), a skill (a list of effect lines), a spawn rule (type: spawn) or a spawners: block. Put a mob’s skills inside the mob, in a file beside it, or in shared/: it works the same.
  • Ids are global. Two mobs can’t share an id, wherever they are, and you get a duplicate warning if they do. Every skill can be called by name from any mob.
  • Model names are the file name without the extension (toast.bbmodel is toast), and may only use lowercase a–z, digits, _ and .. A file that breaks the rule is skipped, and the reload says what to rename it to.
  • MythicMobs conversion, its .mm-bak backups and the +trigger rewrite all follow into subfolders, and console messages name a file by its path (bosses/lich/lich.yml).
Dialogs/ uses its subfolders differently: a folder there groups one conversation’s nodes. See Dialog Files.

What goes where

Files the plugin writes itself

These are state, not settings. They are safe to delete; you lose the remembered decision, nothing else.

Coming from the old layout

Older versions kept models in models/, skills in Effects/ and NPCs in NPCs/. The first start of this version moves them into Mobs/ by itself:
  • Every mob gets a folder of its own, beside the folder its file was in: Mobs/mobs.yml’s dragon becomes Mobs/dragon/dragon.yml. A file holding several mobs is split, each mob’s text and comments kept exactly as written.
  • A model moves in beside the mob that uses it. A model several mobs use goes to Mobs/shared/models/, and one no mob uses gets a folder of its own.
  • A skill file moves in beside the mob that runs its skills; a file whose skills several mobs run goes to Mobs/shared/. Spawn rules go beside the mob they spawn.
  • Each NPC in NPCs/ becomes a type: npc mob in Mobs/npcs/; see NPCs.
  • The old Mobs/, models/ and Effects/ are copied to backups/before-mobs-layout/ first, and the console sums up what moved.
It runs once, while models/ or Effects/ still has files in it. After that, nothing is moved.

When something does not load

A file that fails to parse does not take the rest down with it. Problems are collected as the folder is read, summarised in the console, and browsable afterwards with /le debug, each one naming the file, the entry, what is wrong and a hint.