๐ฅMob Powers
A mob power is one YAML file that defines:
which mobs may receive the power;
how the power is displayed;
when the power may activate;
what its triggers do.
Power files are stored in:
plugins/EnchantedMobs/powersThe filename without .yml is the power ID. For example, WebArrow.yml creates the power ID WebArrow.
EnchantedMobs 2.0.0 uses typed conditions, typed modifiers, and typed abilities. Read the 2.0.0 migration guide before reusing a 1.x custom power.
Quick start
enabled: true
placeholder: 'Flame Touch'
apply-rules:
weight: 10
on-melee-attack:
abilities:
ignite-target:
type: fire
target: TARGET
fire-ticks: 100This power may be selected during power generation. When its owner directly attacks an entity, the target burns for 100 ticks.
Power file structure
enabled
Enables or disables the power.
hide-name
Hides the power from mob-name and BossBar power lists without disabling it.
placeholder
Defines the visible power name.
variables
Defines reusable dynamic values.
apply-rules
Controls mob matching, weight, cost, groups, and conflicts.
limit
Controls power-wide chance, cooldown, usage count, and idle-target timing.
on-...
Defines one trigger's conditions, modifiers, and abilities.
Execution flow
When a matching trigger fires, EnchantedMobs processes the power in this order:
Conditions must all match.
Modifiers execute in YAML order.
Abilities execute in YAML order.
Power effects do not recursively trigger new EnchantedMobs power events.
See Power Triggers for every built-in trigger, its SOURCE / SKILL / TARGET context, compatible result data, and projectile-continuation behavior.
Display and availability
enabled
When false, the power does not participate in generation or execute.
placeholder
Controls the power text shown in mob names and BossBars. It supports language placeholders and supported dynamic values such as {level}.
hide-name
When true, the power remains active but is omitted from:
{powers}in mob-name formats;{powers_full}in BossBar titles;the visible-power count used by name truncation.
If every assigned power is hidden, the entity keeps its base mob or custom name. The bundled HealthMultiplier power is hidden by default.
Variables and dynamic values
Variables avoid repeating the same formula:
Depending on the field, values may support:
{level};power variables such as
{damage-multiplier};formulas such as
4 + {level} * 0.5;ranges such as
1~3or0.5~1.5;level selector maps;
runtime placeholders such as
{source_health},{target_health_percent}, and{distance};PlaceholderAPI when a player viewer is available.
See Math Calculate Format for expression syntax.
Power generation rules
apply-rules controls whether the power is eligible and how it is selected:
Common responsibilities include:
matching entity type, equipment, health, tags, plugins, and other entity properties;
setting normal and level-based selection weights;
assigning a level cost;
preventing duplicate selections from one group;
defining conflicting powers;
forcing a power to be selected.
See Mechanics for the complete generation process and field reference.
Power-wide limits
random
1
Activation chance. 1 means 100%.
cooldown
0
Shared power cooldown in seconds.
times
0
Maximum successful top-level activations. 0 means unlimited.
no-attack-ticks
0
Requires the owner to have a target without successfully attacking it for at least this many ticks.
These settings apply to the whole power. Individual modifiers and abilities may also have their own conditions, chance, and cooldown. Abilities additionally support their own times limit.
Tracked projectile tick and hit executions use the powers captured at launch and do not reroll these top-level limits.
Trigger section
Every trigger uses the same layout:
conditions
Conditions decide whether the trigger continues. Entries use logical AND and each entry requires a unique key and a type.
See Power Condition Reference.
modifiers
Modifiers change supported event result data before abilities run. They execute in YAML order.
Use the plural key modifiers, not the legacy singular key modifier.
abilities
Abilities perform actions in YAML order. Each entry requires a unique key and a type.
See Ability Reference.
Complete example: web projectile
The launch trigger captures the power for the projectile. The tick trigger creates its trail, and the hit trigger places a temporary cobweb at the hit location.
Related references
Power Triggers: trigger contexts, event differences, result compatibility, and projectile continuity.
Mechanics: power generation, weights, levels, groups, and conflicts.
Power Condition Reference: every built-in condition.
Power Modifier Reference: every built-in modifier.
Ability Reference: every built-in ability.
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