> ## Documentation Index
> Fetch the complete documentation index at: https://docs.nmentities.net/llms.txt
> Use this file to discover all available pages before exploring further.

# MythicMobs

> Existing MythicMobs mob and skill files are translated automatically on restart or reload.

Coming from MythicMobs? Your existing configs come with you. NMEntities reads **MythicMobs-format mob and skill files** and translates them automatically, so a working MM setup becomes working NMEntities mobs without rewriting anything by hand.

## How it works

1. Drop your MythicMobs mob files into `plugins/NMEntities/Mobs/` and your skill files into `plugins/NMEntities/Effects/`.
2. Restart the server or run `/nme reload`.
3. On load, NMEntities detects the MythicMobs format and **translates both mobs and skills** into its own mobs and named effects.

That's the whole migration. The console's `Loaded N mob(s)` and `Loaded N effect(s)` lines tell you what came through, and [`/nme debug`](debug) lists anything that didn't.

## What translates

**Mobs.** MythicMobs options map onto NMEntities' [mob fields](my-first-mob):

| MythicMobs              | NMEntities              |
| :---------------------- | :---------------------- |
| `Type`                  | `base`                  |
| `Display`               | `display`               |
| `Health`                | `health`                |
| `Damage`                | `damage`                |
| `Armor`                 | `armor`                 |
| `Options.MovementSpeed` | `speed`                 |
| `Options.NoGravity`     | `gravity` (inverted)    |
| `Options.Invincible`    | `invulnerable`          |
| `Options.Despawn`       | `persistent` (inverted) |

**Skills.** MythicMobs skills become [named effects](named-effects). Mechanic lines keep working as-is: NMEntities uses the same `mechanic{attr=value} @targeter` syntax, the same attribute names and the same aliases for every supported mechanic. Sequenced skills (`delay`), auras (`repeat`/`pulse`) and variables all carry over.

## What to check after importing

NMEntities implements the MythicMobs mechanics that map cleanly to the vanilla API, but not the engine-specific subsystems. After a translation, look over:

* **Unsupported lines.** Anything that couldn't be translated is marked in the converted file with a comment carrying the reason, for example:
  ```text theme={null}
  # [mm-unsupported] (unknown mechanic 'bonusdamage') - bonusdamage{amount=5} @target
  ```
  Check the [mechanics catalog](mechanics) for what's available.
* **Conditions.** MythicMobs' condition system is replaced by NMEntities' own [condition language](flow-control) on `if` and `while`. Skills that leaned on MM conditions need that logic re-expressed, usually in fewer lines.
* **Triggers.** NMEntities exposes [five triggers](triggers) directly on effect lines. MM trigger setups outside those may need restructuring.

## Test the result

* `/nme spawn <mob>` any translated mob and pick a fight with it.
* [`/nme effect start <effect>`](effect-start) fires any translated skill on yourself for a quick check.
* The [Entities menu](gui) (`/nme gui`) shows every translated mob as a spawn egg for fast browsing.
