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Variables let mobs remember things: hit counters, phase numbers, charge states. They’re what turn a bag of effects into a boss with memory.

Writing variables

Use var{...}. It reads like code, and several assignments can share one block:

Reading variables

Anywhere text is shown (message, actionbar, title, setname, command), use <var.name>:
An unset variable resolves to empty. Numbers print without a trailing .0. Names are case-insensitive.

Scopes

Where a variable lives. No prefix means the mob itself: Placeholders follow the same rule: <var.x> is the mob’s, <target.var.x>, <global.var.x>, <world.var.x>, <skill.var.x> for the rest. All variables are in-memory and reset on server restart.

Placeholders

The full set of tokens substituted in text, per recipient: Because text resolves per recipient, <target.var.x> differs for each player a message reaches.

A hit counter

Long-form mechanics

MythicMobs-style equivalents exist too, useful for the two things var{} can’t do: math and locations. Variables also drive conditions: “enrage when phase is 2” is if{cond=var.phase >= 2;then=enrage}.