The idea
An effect is a small action your mob performs when something happens. Every effect is one line with up to three parts:narrate "Hello!"), when it happens (#onInteract, when someone right-clicks the mob), and who it happens to (@target, the person who clicked).
That’s the whole format. Everything else is learning more whats, whens and whos.
1. Make it greet
Open your mob’s file and add aneffects: list:
/nme reload, spawn a fresh one and right-click it. It talks!
Changes never apply to mobs that are already in the world. After every reload, spawn a new one to see the difference.
2. Make it react
Add two more lines:@target (whoever caused it), the lightning strikes @self (the mob’s own position).
Reload, spawn, and go pick a fight with Sir Toast.
3. Make it fight back
Messages are nice, actions are better. Give him thorns:damage is a mechanic that takes an option, and options go in curly braces right after the name: {amount=2}. That’s 2 damage, one heart, to whoever hits him.
One more, a poison bite when he attacks:
;. And notice duration=5s: times can be written naturally, 5s, 2m, or plain numbers for ticks.
The full mob
What you’ve learned
- Every effect is mechanic + trigger + targeter: what, when, who.
- Mechanics take options in
{key=value;key=value}blocks. - Times can be written as
5s,2mor ticks. - Reload, then spawn fresh: existing mobs keep their old behavior.
Where to go next
You now know enough to explore the whole Effects section:- Overview formalizes what you just learned.
- Triggers and Targeters list every when and who.
- All Mechanics is the full catalog of whats.
- And when you’re feeling brave: Building a Boss turns these same ingredients into a two-phase raid boss.

