A boss in this game is not one file. It is a Blockbench model, a ModelEngine blueprint, a mob definition, a set of skills and a loot table, spread across several Mythic Mobs plugin files, and they are joined only by names typed in text. If one name is off by a character, the model does not appear, an attack never fires or the loot never drops. I read the Mythic Mobs and ModelEngine manuals to wire each link and then repeated the pattern for nine bosses.
Area0Bossmodel{mid=Area0Boss}skill{s=A0armSweep}phatloot VoidArea0BossArea0Boss:
Type: Zombie
Modules:
ThreatTable: true
Options:
ApplyInvisibility: true
Silent: true
PreventOtherDrops: true
Skills:
- model{mid=Area0Boss;n=mainSkull;d=false} @self ~onSpawn
- skill{s=A0armSweep;sync=true} @target ~onAttack 0.5
- randomskill{skills=A0backHand,A0legGrab,A0hornSwing,A0spineStab;sync=true} @target ~onAttack 0.5
# ...sounds, particles and knockback lines omitted...
Drops:
- phatloot VoidArea0Boss
mid=Area0Boss must match the ModelEngine model ID. n=mainSkull names the bone that carries the nameplate, and d=false turns off the red damage flash. It runs on ~onSpawn so the model is attached the moment the mob exists.
skill{s=A0armSweep} calls a metaskill by its exact name. randomskill picks one of four attack metaskills each time it fires, and sync=true forces them to run in step with the Minecraft server. The 0.5 after the trigger is the chance it fires on a hit.
phatloot VoidArea0Boss hands the drops to a table in the PhatLoot plugin. PreventOtherDrops: true keeps the base Zombie's default drops out so only that table pays out.
The model ID, every skill name and the loot table name are plain text matched across separate files when the server loads. Each name had to be typed identically in both places, with no shared editor to catch a mismatch.
The Temple Guardian mob is TempleGuardian1 but its model is TempleGuardian, and the Prismarine Minion mob is PrismarineGolem1 with the model PrismarineMinion. They are separate names, tied together only by the model line.
All metaskills share one Skills folder, and a metaskill name has to be unique. I prefixed every boss's attacks to prevent collisions: A0, A2, A3, A4, A9scythe, BG, RE, TG and PG.
~onSpawn attaches the model, ~onAttack fires attacks and ~onDamaged plays sound and particles. ~onTimer counts in ticks, 20 to a second: the Void Croc summons every 250 ticks (12.5s) and casts crystals every 140 (7s).
The Temple Guardian's ~onDropCombat regeneration only works with ThreatTable: true, so that module is switched on. ApplyInvisibility hides the base mob so only the model shows, and Silent stops the base mob's own noises playing over the custom sounds.
The same list attribute appears as skills= on the Void Minotaur and as s= on the Void Croc. Both are valid aliases in the manual. d in the model line is the alias for damage tint, not for drive.
| Boss | Mob ID in mobs.yaml | Base entity | Model ID (ModelEngine) | Skills linked | Triggers used | Loot table (PhatLoot) |
|---|---|---|---|---|---|---|
| Void Minotaur | Area0Boss | Zombie | Area0Boss | 5 | ~onSpawn, ~onDamaged, ~onDeath, ~onAttack | VoidArea0Boss |
| Void Wolf | Area2Boss | Zombie | Area2Boss | 5 | ~onSpawn, ~onDamaged, ~onDeath, ~onAttack | VoidArea2Boss |
| Void Croc | Area3Boss | Zombie | Area3Boss | 6 | ~onSpawn, ~onAttack, ~onDamaged, ~onDeath, ~onTimer | VoidArea3Boss |
| Void Skeleton Commander | Area4Boss | Zombie | Area4Boss | 5 | ~onSpawn, ~onAttack, ~onDamaged, ~onDeath, ~onTimer | VoidArea4Boss |
| Void Queen | Area9Boss | Zombie | Area9Boss | 9 | ~onSpawn, ~onDamaged, ~onDeath, ~onAttack, ~onTimer | — |
| Boulder Giant | BoulderGiant | Iron Golem | BoulderGiant | 3 | ~onSpawn, ~onDamaged, ~onDeath, ~onAttack | — |
| Prismarine Minion | PrismarineGolem1 | Zombie | PrismarineMinion | 4 | ~onSpawn, ~onDeath, ~onAttack | — |
| Rock Elemental | RockElemental | Bee | RockElemental | 5 | ~onSpawn, ~onDamaged, ~onDeath, ~onAttack, ~onTimer | RockElemental |
| Temple Guardian | TempleGuardian1 | Iron Golem | TempleGuardian | 3 | ~onSpawn, ~onAttack, ~onTimer, ~onDeath, ~onDamaged, ~onDropCombat | — |
The skill scripts themselves are withheld because they are proprietary, so the skills.yaml side is shown by the names the mob files call. The configs above are the live files from the game.
Manuals used: ModelEngine: model mechanic · Mythic Mobs: metaskills · skill mechanic · randomskill · onTimer