> ## Documentation Index
> Fetch the complete documentation index at: https://entities.lodemc.net/llms.txt
> Use this file to discover all available pages before exploring further.

# All Mechanics

> Every mechanic, grouped by what it does, and the rules they all share.

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`, …).

```yaml theme={null}
- potion{type=poison;duration=10s;level=1}  +onHurt @trigger
```

## 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](https://entities.lodemc.net/placeholders.md), ranges and sums: `damage{a=<caster.level>*2}`, `summon{amount=1to3}`.
* **Colours** use `&` codes.
* Every mechanic also takes the [shared line options](https://entities.lodemc.net/line-options.md): `delay`, `repeat`, `cooldown`, `chance`, `power` and the rest.
* An option a mechanic doesn't read is reported by [`/le debug`](debug) as a warning, so a typo like `amont=6` doesn't go unnoticed.

## By category

| Category | What's in it |
| :- | :- |
| [Skills & Flow](https://entities.lodemc.net/mechanics-flow.md) | `skill`, `delay`, `if`, `loop`, `while`, `switch`, `repeat`, `signal`, variables |
| [Messaging & UI](https://entities.lodemc.net/mechanics-messaging.md) | chat, action bars, titles, toasts, boss bars, sounds, commands |
| [Combat & Health](https://entities.lodemc.net/mechanics-health.md) | damage, healing, shields, potions, attributes, threat |
| [Movement & Mounts](https://entities.lodemc.net/mechanics-movement.md) | teleports, knockback, leaps and lunges, facing, pathfinding, mounts |
| [Entity State](https://entities.lodemc.net/mechanics-entity-state.md) | names, AI, gravity, glow, fire, owners, tags, experience, time and weather |
| [Items](https://entities.lodemc.net/mechanics-items.md) | giving, dropping, taking, stealing and equipping items |
| [World & Blocks](https://entities.lodemc.net/mechanics-world.md) | summoning, explosions, blocks, visual and screen effects, scores, spawners |
| [Particles](https://entities.lodemc.net/mechanics-particles.md) | particle bursts, rings, spheres, lines, helices, orbitals, equations |
| [Projectiles](https://entities.lodemc.net/mechanics-projectiles.md) | custom projectiles, missiles, orbitals, totems, beams, vanilla shots |
| [Auras](https://entities.lodemc.net/mechanics-auras.md) | timed effects on an entity, event auras, stuns, cast bars, speech |
| [Model Animation](https://entities.lodemc.net/mechanics-animation.md) | playing and stopping a model's animations |

## 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:

| Line | Now | Before |
| :- | :- | :- |
| `cancel` | stops the **skill** (`cancelskill`) | cancelled the event; use `cancelevent` |
| `forcepull` | teleports the target to the caster | pulled it in; use `pull` |
| `taunt` | raises threat and turns the target on the caster | set the AI target; use `settarget` |
| `particlecircle` | the animated orbital | a static ring; use `particlering` |
| `@target` | the caster's AI target, else the trigger | the trigger; use `@trigger` |
| skill `damage` | doesn't fire the victim's `+onHurt` unless `triggerskills=true` | always did; `+onSkillDamage` fires either way |

## Adding your own

Addons can register new mechanics that work everywhere the built-ins do. See [Extending the Effect Language](https://entities.lodemc.net/extending-effects.md).


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