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 inEffects/ define effects shared by every mob. Each top-level key is an effect id holding its lines directly:
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 aneffects: key. That form still loads identically, in both global files and local effects, so existing configs keep working:
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 therun line on the mob:
@ overrides them. A delay inside a named effect pauses that effect only, not the caller.
Inside aneffects: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.

