> For the complete documentation index, see [llms.txt](https://docs.mongenscave.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.mongenscave.com/premium-products/quests/supported-plugins/mythicmobs.md).

# MythicMobs

When [MythicMobs](https://www.spigotmc.org/resources/mythicmobs.5702/) is installed, three extra triggers become available. Detection is automatic — no config needed, just have MythicMobs enabled when the server starts.

| Trigger             | Counts when the player...            | Progress         |
| ------------------- | ------------------------------------ | ---------------- |
| `kill_mythic_mob`   | kills a MythicMob                    | 1 per kill       |
| `damage_mythic_mob` | damages a MythicMob                  | the damage dealt |
| `signal_mythic_mob` | receives a signal from a mob's skill | 1 per signal     |

### `kill_mythic_mob` <a href="#kill_mythic_mob" id="kill_mythic_mob"></a>

The `target` is the mob's **internal name** — the top-level key from your MythicMobs mob file, not its display name:

```yaml
objectives:
  slay_boss:
    name: "&#FF6B6B&lDragon Slayer"
    trigger: kill_mythic_mob
    target: SkeletalDragon
    required: 1
```

### `damage_mythic_mob` <a href="#damage_mythic_mob" id="damage_mythic_mob"></a>

Progress is the damage dealt, so `required` is a total damage amount, not a hit count. Use the internal name as `target`, or `any` to count damage against every MythicMob:

```yaml
objectives:
  wear_down:
    name: "&#FF9A8B&lSiege Participant"
    trigger: damage_mythic_mob
    target: SkeletalDragon
    required: 500
```

This is great for boss events — every participant can complete the objective, not just whoever lands the killing blow.

### `signal_mythic_mob` <a href="#signal_mythic_mob" id="signal_mythic_mob"></a>

The most flexible of the three: the objective progresses when a MythicMobs skill sends a **signal** to the player. The `target` is the signal name, and it's required — there's no `any`.

In your MythicMobs skill config:

```yaml
Skills:
  - signal{s=BOSS_PHASE2} @PIR{r=30}
```

And in the quest:

```yaml
objectives:
  witness_phase2:
    name: "&#D3DBE3&lSurvived the Frenzy"
    trigger: signal_mythic_mob
    target: BOSS_PHASE2
    required: 1
```

Since signals can be fired from any point of a mob's skill tree (phase changes, mechanics dodged, timed events), this lets quests react to basically anything that happens in a boss fight.
