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Named effects are reusable multi-step sequences, referenced by run, repeat{effect=...}, randomskill, flow control bodies and pulse hooks. They come in two flavours.

Local effects

The simplest kind: any extra list key on a mob is an effect private to that mob. No separate file, everything in one place.

Global effects

Files in Effects/ define effects shared by every mob. Each top-level key is an effect id holding its lines directly:
Call it from any mob:
If a mob has a local effect with the same name as a global one, the local one wins for that mob. The Effects/ folder is created on first boot and reloaded by /nme reload (Loaded N effect(s) from Effects/.).

The legacy wrapped form

Older effect files wrapped the lines in an effects: key. That form still loads identically, in both global files and local effects, so existing configs keep working:
Use the direct form for new effects. One shape everywhere: global effects, local effects, same thing. The mob’s own effects: key is the exception on purpose: the trigger-bearing list on a mob always keeps its effects: key, since that’s what separates mob options from effect lines.

The rules inside a named effect

Named-effect lines (both kinds) take a mechanic and an optional targeter, but no trigger. The trigger comes from the run line on the mob:
A line with no targeter inherits the caller’s targets. A line with its own @ overrides them. A delay inside a named effect pauses that effect only, not the caller.
Inside an effects: list, # means trigger, so you can’t put a trailing # comment on an effect line. A # on its own line is still a normal YAML comment.

When to use which

  • Local for anything specific to one mob: its attacks, its phases. Keeps the whole boss readable in one file.
  • Global for anything shared: a standard death explosion, a server-wide greeting style, particle shapes you reuse across bosses.
  • For short one-off branches inside if/loop/while, an inline block can replace a named effect entirely.