> ## 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.

# MythicMobs

> MythicMobs skill lines load as written, and MythicMobs mob, skill and spawner files convert on load.

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`](debug) lists anything that didn't.

## What converts

| MythicMobs | LodeEntities |
| :- | :- |
| `Type` | `base` |
| `Display` | `display` |
| `Health`, `Damage`, `Armor` | `health`, `damage`, `armor` |
| `Options.MovementSpeed` | `speed` |
| `Options.NoGravity` | `gravity` (inverted) |
| `Options.Invincible` | `invulnerable` |
| `Options.Despawn` | `persistent` (inverted; `Despawn: persistent` means the same as `false`) |
| `Options.Glowing` | `glowing` |
| `Skills:` | `effects:` |
| `Equipment: [- diamond_sword HAND]` | an [`equipment:`](mob-equipment) section, slot names and all |
| A skill file's `Name: {Skills: [...]}` | a [skill](https://entities.lodemc.net/named-effects.md), id casing kept so `skill{s=Name}` keeps resolving |
| A skill's `Conditions`, `TargetConditions`, `TriggerConditions`, `Cooldown`, `OnCooldownSkill`, `FailedConditionsSkill`, `CancelIfNoTargets` | the same keys on the skill. A `false` condition becomes `!(…)`, `orElseCast` becomes `conditions-else` |
| A spawner file | a [spawner](https://entities.lodemc.net/spawners.md#coming-from-mythicmobs) |

**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`](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

| | LodeEntities | MythicMobs | The importer |
| :- | :- | :- | :- |
| A line with no trigger | runs `+onSpawn` | runs `onCombat` | writes `+onCombat` on imported lines |
| `potion{level=1}` | level I | level II (counts from 0) | adds one |
| `feed`, `freeze`, `stun`, `throw`, `lunge`, `time`, `weather` defaults | LodeEntities' own | MythicMobs' | writes MythicMobs' default out when the line left it out |
| `leap{velocity}` | a multiplier | a percentage | divides by 100 |
| `glow` | a permanent glow toggle | a timed, coloured glow | renames it to `effect:glow` |
| `playanimation` | vanilla animation, or a model animation when given `name=`/`model=` | vanilla only | |
| `repeat` / `pulse` | the entity it runs on is `@self` | | (`aura` follows MythicMobs) |

## 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>`](effect-start) fires any imported skill on yourself.
* [`/le gui`](gui) shows every imported mob as a spawn egg for quick browsing.


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