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Mechanics are the what of an effect line: the action itself. There are close to three hundred: every MythicMobs mechanic under its MythicMobs names and aliases, plus LodeEntities’ own (repeat, var, animation, spawner, …).

Rules every mechanic follows

  • Options go in braces right after the name, no space, separated by ;: damage{amount=6;ignorearmor=true}.
  • Names, aliases and option keys are case-insensitive. Damage{A=6} is damage{amount=6}.
  • A quoted value is unquoted: m="hi" is m=hi. Message mechanics take a bare quoted string: narrate "hi".
  • Durations take units: 40t, 2s, 1.5m, 500ms. A bare number is ticks.
  • Numbers take placeholders, ranges and sums: damage{a=<caster.level>*2}, summon{amount=1to3}.
  • Colours use & codes.
  • Every mechanic also takes the shared line options: delay, repeat, cooldown, chance, power and the rest.
  • An option a mechanic doesn’t read is reported by /le debug as a warning, so a typo like amont=6 doesn’t go unnoticed.

By category

Behaviour that changed from older versions

If you wrote effects before MythicMobs’ skill language was adopted in full, these few names now mean what they mean in MythicMobs:

Adding your own

Addons can register new mechanics that work everywhere the built-ins do. See Extending the Effect Language.