Writing variables
Usevar{...}. It reads like code, and several assignments can share one block:
Reading variables
Anywhere text is shown, and in any number, use<var.name>:
.0. Names are case-insensitive.
Scopes
Where a variable lives. No prefix means the mob itself:
Placeholders follow the same rule:
<var.x> is the mob’s, <target.var.x>, <global.var.x>, <world.var.x>, <skill.var.x> for the rest. All variables are in-memory and reset on server restart.
Because text resolves per recipient, <target.var.x> differs for each player a message reaches. Every other placeholder (<caster.hp>, <target.l.x>, <random.1to5>, …) is on Placeholders.
A hit counter
Long-form mechanics
MythicMobs’ variable mechanics work as written, and cover the two thingsvar{} can’t do: maths and locations.
Variables drive conditions too: “enrage when phase is 2” is
if{cond=var.phase >= 2;then=enrage}, or variableEquals{var=caster.phase;value=2} in a conditions: list.