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  • Variables

Last edited by Lxlp Jul 27, 2025
Page history

Variables

Variables are a system for storing information. Using the variables system, you can store and manipulate values that you can use in placeholders or conditions later. These values can be either permanent or temporary.

  • Variable Types
  • Variable Scopes
  • Usage
    • Variable Types Behavior
      • Number
      • String
      • Boolean
      • Set
      • List
      • Map
      • Location
      • Vector
      • Time
    • Variable Mechanics
    • Variable Conditions
    • Variable Targeters
  • Variable Placeholders
  • Variable Fallback
  • Nested Variable
  • Mob Variables

Variable Types

Variables can be one of several types, which is defined when the variable is initialized using the setVariable mechanic. Types are generally interchangeable and MythicMobs will do its best to apply certain variables to whatever situation is asked, however it will throw an error if you try to use a variable type for something that makes no sense.

Type Description
INTEGER A number with no decimal places.
FLOAT A number with decimal places.
DOUBLE A number with decimal places. Can represent much larger numbers than a FLOAT
STRING A word or sentence.
BOOLEAN A value that can either be true or false
SET A set of unordered and unique values
LIST An ordered list of entries
MAP A list of key-value pairs
LOCATION A location in the server
VECTOR A list composed of 3 DOUBLE values
TIME A moment in time, represented by the number of milliseconds since the epoch

Variable Scopes

A variable's "scope" is where that variable exists. Not all scopes are applicable for all situations (e.g. a condition may not have a caster, rather the caster is the target of the condition).

Scope Where the Variable Exists
SKILL On the current skill tree. Always temporary and will vanish when the current queue of skills ends.
CASTER On the casting mob.
TARGET On the target of the mechanic/condition.
WORLD The current world.
GLOBAL The server.

Usage

All variable mechanics and conditions accept var= and scope= attributes to determine what variable you're wanting to work with and where. You can also shorthand the scope using var=scope.variable_name. The following examples would return the same thing:

    - setvariable{var=target.somevariable; ...}
    - setvariable{var=somevariable;scope=target; ...}

Variable Types Behavior

Number

Includes INTEGER, FLOAT and DOUBLE since their behavior is functionally the same

  # Create your number variable
  - setvariable{var=skill.example;type=DOUBLE;val=1.5}

  # Add a value to a number
  - variableadd{var=skill.example;amount=2}

  # Remove a value from a number
  - variablesubtract{var=skill.example;amount=1}

  # Print a number
  - message{m=<skill.var.example>} # 2.5

String

  # Create your string variable
  - setvariable{var=skill.example;type=STRING;val="oh oh hello"}

  # append a value to a string
  - variableadd{var=skill.example;amount=" world"}

  # Remove every substring from a string
  - variablesubtract{var=skill.example;amount="oh "}

  # Print a string
  - message{m=<skill.var.example>} # hello world

Boolean

  # Create your boolean variable
  - setvariable{var=skill.example;type=BOOLEAN;val=true} # can also be "1" or "yes" for "true". Every other value is "false"

  # Performs an OR logical operation on the boolean
  - variableadd{var=skill.example;amount=1} # Sets the boolean to true if either current or added value is truthy (OR logic)

  # Performs an AND logical operation on the boolean
  - variablesubtract{var=skill.example;amount=1} # Sets the boolean to true only if both current and added value are truthy (AND logic)

  # Print a boolean
  - message{m=<skill.var.example>} # true

Set

  # Create a set
  - setvariable{var=skill.example;type=SET;val=1,2,hello}

  # Add a value to a set
  - variableadd{var=skill.example;amount=world}
  - variableadd{var=skill.example;amount=1} # If you add a value that is already present, the set will not change

  # Remove a value from a set
  - variablesubtract{var=skill.example;amount=hello}

  # Print a set
  - message{m=<skill.var.example>} # 1,2,world

List

  # Create a list
  - setvariable{var=skill.example;type=LIST;val=1,2,hello}

  # Add a value to a list
  - variableadd{var=skill.example;amount=world}

  # Remove a value from a list (using its index)
  - variablesubtract{var=skill.example;amount=0}

  # Print a list
  - message{m=<skill.var.example>} # 2,hello,world
  - message{m=<skill.var.example.0>} # 2

Map

  # Create a map
  - setvariable{var=skill.example;type=MAP;val="hello=world;mamma=mia"}

  # Add a value to a map
  - variableadd{var=skill.example;amount="pizza=pasta;please=help"}

  # Remove a value from a map(using its key)
  - variablesubtract{var=skill.example;amount=hello}

  # Print a map
  - message{m=<skill.var.example>} # mamma=mia;pizza=pasta;please=help
  - message{m=<skill.var.example.please>} # help

Location

  # Create your location variable
  - setvariable{var=skill.example;type=LOCATION;val=world,1,2,3}
  - setvarloc{var=skill.specialexample;val=@selflocation} # You can also set a location variable via this special mechanic

  # Increase the coordinates values
  - variableadd{var=skill.example;amount=1,2,3}

  # Decrease the coordinates values
  - variablesubtract{var=skill.example;amount=1,1,1}

  # Print a location
  - message{m=<skill.var.example>} # world,1.0,3.0,5.0

Vector

  # Create your vector variable
  - setvariable{var=skill.example;type=VECTOR;val=1,2,3}

  # Increase the component values
  - variableadd{var=skill.example;amount=1,2,3}

  # Decrease the component values
  - variablesubtract{var=skill.example;amount=1,1,1}

  # Print a location
  - message{m=<skill.var.example>} # 1.0,3.0,5.0

Time

  # Create your time variable
  - setvariable{var=skill.example;type=TIME;val=1234}

  # Increase the value
  - variableadd{var=skill.example;amount=2}

  # Decrease the value
  - variablesubtract{var=skill.example;amount=1}

  # Print a time
  - message{m=<skill.var.example>} # 1235

Variable Mechanics

Variable mechanics are special mechanics that utilize variables. They can target entities, locations, or nothing, but the target can affect the outcome depending on what scope you're using. For example, trying to get a target-scoped variable will obviously fail if you're not targeting an entity.

Mechanic Description
SetVariable Initializes and sets a variable.
SetVariableLocation Sets a variable, whose value depends on the target location.
VariableUnset Unsets the variable.
VariableAdd Adds to a variable.
VariableSubtract Subtracts from a variable.
VariableMath Lets you do calculations with numeric variables.

Variable Conditions

Condition Description
VariableEquals Checks if a variable equals a given value.
VariableIsSet Checks if a variable is set.
VariableInRange Checks if a number variable is within a range.
VariableContains Checks if a variable contains a given value.

Variable Targeters

Targeter Description
@VariableLocation Targets the location stored in the specified Location variable.

Variable Placeholders

Variables can be referenced in any MythicMobs mechanics or values that allow placeholders. This is usually done using the format <scope.var.variable>.

Variable Placeholders can also use Meta Keywords to change the output of the placeholder, and they can even chain Meta Keywords together to obtain a "compound" effect.

Find out more on the Meta Variable Placeholder Explanation

Variable Fallback

When using placeholder variables, you can also specify a "default" value that will be used if the variable is undefined by using the syntax <scope.var.variable|default>.

    - message{m="Hello there, <target.var.title|wanderer>"} @trigger ~onInteract

In this example, the NPC would reply with "Hello there, wanderer" if right-clicked by somebody who had no "title" variable set on them. However, if we did this:

    - setVariable{var=target.title;value="Sir"} @trigger ~onInteract

...somewhere along the line, even with a different mob, the first mob would say "Hello there, Sir".

Nested Variable

Variables can also be nested indefinitely: if this is done, the innermost variable would be resolved first and, from there, each would be resolved from innermost to outermost

  Skills:
    - setvariable{var=caster.hello;type=STRING;val=example_name} @self
    - setvariable{var=caster.example_name;type=STRING;val=Hello There!} @self
    - message{m="<caster.var.<caster.var.hello>>"} @PIR{r=10}

In this example, the message would spell "Hello there!"

Mob Variables

Mobs can have some variable be already set once they spawn thanks to the Mob Variables field.

VariableZombie:
     Type: ZOMBIE
     Variables:
       SomeVariable: something
       AnIntVariable: int/2
       AFloatVariable: float/420.69
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