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Coming from MythicMobs? Your configs come with you.
  • Skill lines load as written. The effect language is the MythicMobs skill language: every mechanic, targeter, condition, trigger and placeholder under its MythicMobs name and aliases, checked name by name against MythicMobs 5.8.1. A line like - damage{a=5;ia=true} @PIR{r=10;limit=3} ~onAttack ?health{h=>10} <50% 0.5 needs no changes.
  • Files convert on load. Mob, skill and spawner files in MythicMobs’ format are rewritten into LodeEntities’ format the first time they load, the original kept beside them.

Importing a pack

  1. Drop your MythicMobs mob, skill and spawner files anywhere in plugins/LodeEntities/Mobs/.
  2. Restart the server or run /le reload.
  3. Each file in MythicMobs’ format (a mob entry with Type:, a skill entry with Skills:) is rewritten in place. The untouched original stays beside it as <name>.yml.mm-bak, and a converted file is never touched again.
The console’s Loaded N mob(s) and Loaded N skill(s) lines say what came through, and /le debug lists anything that didn’t.

What converts

Model Engine models come along too: a Model: section (Id, Scale) and a model{mid=…} skill line both become the mob’s model: field. In LodeEntities a model is part of what a mob is, not something a skill applies. Model Engine’s render options (ViewRadius, Drive, DamageTint, …) have no equivalent and are kept as comments. Its state{…} animation lines work as written. A MythicMobs mob with no model arrives as a model-less mob. Old names are translated: particles and potions spelled the way Bukkit used to (block_crack, redstone, spell_mob, DAMAGE_RESISTANCE) resolve to their current names.

What the importer writes down

Nothing is silently lost. Every converted line is checked with the real effect parser first, and anything that can’t be carried over is kept in the file as a comment:
  • # [mm-note] mechanic 'summon' ignores 'oS': the line runs, but an option it was given does nothing here. The same warning shows in /le debug.
  • # [mm-unsupported] …: a line or section with no equivalent, kept as written.
Mob-level features still on the roadmap are kept as [mm-unsupported] comments: drop tables (Drops), AIGoalSelectors, DamageModifiers, LevelModifiers, KillMessages and the rarer Options. Meanwhile, dropitem on +onDeath covers simple loot.

Converting again after an update

A conversion is one-way, so a pack imported by an older version stays frozen at what that version understood. /le reconvert restores every .mm-bak original, converts them with the current build, and reloads. The files it replaces are kept as .le-bak.

Where LodeEntities differs on purpose

Behaviour changes for older LodeEntities configs

Adopting MythicMobs’ skill language in full changed a few names that LodeEntities had used differently:
  • cancel is MythicMobs’ short name for cancelskill. Use cancelevent to cancel the event.
  • forcepull teleports the target to the caster. pull still draws it in.
  • taunt raises threat and turns the target on the caster. Use settarget to just set the AI target.
  • particlecircle is the animated orbital. Use particlering for a static ring.
  • @target is the caster’s AI target, falling back to the trigger. Use @trigger for the entity that caused the trigger.
  • Skill damage no longer fires the victim’s +onHurt unless the line says triggerskills=true. +onSkillDamage fires either way.

Not supported

  • Client-mod features: onKeyPress/onKeyRelease (they load but never fire), MythicKeyId, mythicenhanced:particles, MythicMobs packs (mythicpack, packversion).
  • effect:skybox and effect:thunderlevel are approximated with the player’s own weather: a server can’t change a client’s sky without a dimension change.
  • runAIGoalSelector and runAITargetSelector support clear and remove <goal> only; adding goals isn’t supported yet.
  • Region and claim conditions need WorldGuard or GriefPrevention; schematics need WorldEdit or FAWE; currency needs Vault; disguises need LibsDisguises. Without the plugin those answer “no” or do nothing.

Test the result

  • /le spawn <mob> any imported mob and pick a fight with it.
  • /le effect start <skill> fires any imported skill on yourself.
  • /le gui shows every imported mob as a spawn egg for quick browsing.