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A skill is a named list of effect lines that other lines call: with skill (or its short form run), repeat{effect=…}, randomskill, an if or loop body, an aura’s hooks or a projectile’s onHit. MythicMobs calls them metaskills; older LodeEntities docs called them named effects. They’re the same thing.

Where skills live

Inside a mob. Any extra list key on a mob is a skill. The whole boss stays in one place:
At the top of any file in Mobs/. A top-level key holding a list of lines is a skill. Put shared skills wherever suits you, for example Mobs/shared/:
Every skill is global, wherever it is written: a skill inside one mob can be called by another. A mob calling a name it defines itself always gets its own; when two mobs define the same name, /le debug warns about it. Skills load with everything else in Mobs/ and reload with /le reload (Loaded N skill(s) from Mobs/.).

The section form

Wrap the lines in effects: (MythicMobs’ Skills: works too) and the skill can carry options:
MythicMobs’ spellings (Cooldown, Conditions, TargetConditions, TriggerConditions, OnCooldownSkill, FailedConditionsSkill, CancelIfNoTargets) are read as written. A skill inside a mob is a bare list, so it has nowhere to put these; move it to the top level when it needs a gate.

Parameters

Anything extra on the calling line becomes a parameter, read inside the skill as <skill.NAME>:

Lines inside a skill

Lines in a skill take a mechanic and an optional targeter, but no trigger: the trigger is on the calling line.
A line with no targeter inherits the caller’s targets; a line with its own @ overrides them. A delay inside a skill pauses that skill only.
Effect lines are quoted when they load, so the old #onHurt triggers keep working. The side effect is that a trailing # comment on an effect line is part of the line. Put comments on their own line.

Entry types

An entry in Mobs/ can say what it is with type:. Leave it out and the loader works it out: a section with base: is a mob, a list is a skill. The top-level key spawners: is reserved for a block of spawners.

When to use which

  • Inside the mob for anything specific to it: its attacks, its phases.
  • Top level for anything shared, or anything that needs a cooldown or a gate.
  • An inline block for a short one-off branch inside an if, loop or while. See Flow Control.

Testing a skill

/le effect start <skill> runs any skill with you as the caster, without setting up a mob.