- 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% 0.5needs 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
- Drop your MythicMobs mob, skill and spawner files anywhere in
plugins/LodeEntities/Mobs/. - Restart the server or run
/le reload. - Each file in MythicMobs’ format (a mob entry with
Type:, a skill entry withSkills:) is rewritten in place. The untouched original stays beside it as<name>.yml.mm-bak, and a converted file is never touched again.
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.
[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:cancelis MythicMobs’ short name forcancelskill. Usecanceleventto cancel the event.forcepullteleports the target to the caster.pullstill draws it in.tauntraises threat and turns the target on the caster. Usesettargetto just set the AI target.particlecircleis the animated orbital. Useparticleringfor a static ring.@targetis the caster’s AI target, falling back to the trigger. Use@triggerfor the entity that caused the trigger.- Skill
damageno longer fires the victim’s+onHurtunless the line saystriggerskills=true.+onSkillDamagefires either way.
Not supported
- Client-mod features:
onKeyPress/onKeyRelease(they load but never fire),MythicKeyId,mythicenhanced:particles, MythicMobs packs (mythicpack,packversion). effect:skyboxandeffect:thunderlevelare approximated with the player’s own weather: a server can’t change a client’s sky without a dimension change.runAIGoalSelectorandrunAITargetSelectorsupportclearandremove <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 guishows every imported mob as a spawn egg for quick browsing.
