The idea
An effect is a small action your mob performs when something happens. Every effect is one line with up to three parts:narrate "Hello!"), when it happens (+onInteract, when someone right-clicks the mob), and who it happens to (@trigger, whoever caused it: here, the person who clicked).
If you’ve written MythicMobs skills, this is the same language: the mechanics, targeters and conditions you know work here under the same names.
That’s the whole format. Everything else is learning more whats, whens and whos.
1. Make it greet
Open your mob’s file and add aneffects: list:
/le reload, spawn a fresh one and right-click it. It talks!
Changes never apply to mobs that are already in the world. After every reload, spawn a new one to see the difference.
2. Make it react
Add two more lines:@trigger (whoever caused it), the lightning strikes @self (the mob’s own position).
Reload, spawn, and go pick a fight with Sir Toast.
3. Make it fight back
Messages are nice, actions are better. Give him thorns:damage is a mechanic that takes an option, and options go in curly braces right after the name: {amount=2}. That’s 2 damage, one heart, to whoever hits him.
One more, a poison bite when he attacks:
;. And notice duration=5s: times can be written naturally, 5s, 2m, or plain numbers for ticks.
The full mob
What you’ve learned
- Every effect is mechanic + trigger + targeter: what, when, who.
- Mechanics take options in
{key=value;key=value}blocks. - Times can be written as
5s,2mor ticks. - Reload, then spawn fresh: existing mobs keep their old behavior.
Where to go next
You now know enough to explore the whole Effects section:- How Effects Work formalizes what you just learned.
- Triggers and Targeters list every when and who.
- All Mechanics is the full catalog of whats, and Conditions every if.
- If a line doesn’t do anything,
/le debugtells you which part of it is wrong. - And when you’re feeling brave: Building a Boss turns these same ingredients into a two-phase raid boss.
