For the complete documentation index, see llms.txt. This page is also available as Markdown.

📂Abilities

Abilities run after trigger conditions and Power Modifiers. Each category page provides purpose, exact context, complete type-specific fields with defaults, a runnable YAML example, and behavior/limits.

EnchantedMobs registers 52 built-in ability keys.

Reference pages

Common format

abilities:
  unique-entry-id:
    type: damage_entity
    target: TARGET
    amount: '2 + level'
    conditions: {}
    random: 1
    cooldown: 0
    times: 0

Common fields

Field
Default
Description

type

required

Registered ability key. Keys are case-insensitive and - is normalized to _.

target

ability-specific

Selects an entity role such as SOURCE, SKILL, or TARGET.

source

SOURCE where used

Attribution, direction, shooter, owner, or another source role.

conditions

empty

Typed Power Conditions; every child must pass.

random

1

Execution probability.

cooldown

0

Per-source, per-power, per-config-path cooldown in seconds.

times

0

Maximum successful attempts for this configured path; zero is unlimited.

location.offset-x/y/z

0

Offset applied to the trigger-resolved location.

Common execution order

  1. Ability-local typed conditions.

  2. Usage-count check.

  3. Existing cooldown check.

  4. Random roll.

  5. Cooldown acquisition.

  6. Usage-count increment.

  7. Type-specific implementation.

Because common cooldown/count state is acquired before type-specific execution, an ability can consume an attempt and then skip when required event/entity/item/block/integration context is unavailable.

Dynamic values

Supported fields may resolve level, power variables, level selector maps, numeric ranges, runtime placeholders, and PlaceholderAPI where a player context exists. Each entry documents important explicit placeholders.

Type index

Type
Reference

set_invulnerable

remove_potion_effect

extend_potion_effects

teleport_near_target

launch_projectile

shulker_bullet

homing_projectile

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