Placeholders

Part of Mythic Mobs Integration.

These placeholders resolve against the dungeon instance the skill is running in. The instance is found from the skill's origin location first; if that yields nothing, the caster's own instance membership (for a player caster) or the caster's location is used. Use them anywhere Mythic Mobs accepts placeholders, such as message text, condition values, and mechanic arguments.

Note: these placeholders only load when Mythic Mobs is installed alongside Mythic Dungeons. When Mythic Mobs resolves a placeholder without skill metadata to hand over, every <dungeon.*> placeholder renders as the literal string UNDEFINED and none of the fallbacks below apply.

Outside a dungeon they do not all go blank the same way: each one has its own fallback, listed in the "Outside a dungeon" column. <dungeon.party.size> and <dungeon.party.leader> are the exceptions that work anywhere, since they read the player's party rather than the dungeon.

Sub-keys are matched case-insensitively. The one exception is the door name in <dungeon.door.*>, which is case-sensitive and must not contain a dot.

Entries marked Procedural dungeons only need a generated (procedural) dungeon. The <dungeon.room.*> family returns [Not Procedural] in a dungeon that is not procedural, and [No Room] when you are in a procedural dungeon but not inside any generated room. The other procedural-only entries fall back to the same value they use outside a dungeon.

Placeholder Resolves to Outside a dungeon Added
<dungeon.name> The dungeon template's world/folder name, not the live instance world name (<template>_<id>). [No Dungeon] (v2.0.1)
<dungeon.displayname> The colored display name from General.DisplayName, which defaults to &c plus the world name. [No Dungeon] (v2.0.1)
<dungeon.uuid> The UUID of the current dungeon instance. Regenerated on every instance load, so it is not stable across restarts. [No Dungeon] (v2.0.1)
<dungeon.difficulty> The difficulty namespace currently applied, or NONE when no difficulty is set. [No Dungeon] (v2.0.1)
<dungeon.difficulty.display> Currently identical to <dungeon.difficulty>: the difficulty's display name is never populated, so this always returns the namespace. [No Dungeon] (v2.0.1)
<dungeon.environment> The dungeon's configured environment (NORMAL, NETHER, or THE_END). Empty (v2.0.1)
<dungeon.players> Total number of players in the instance. 0 (v2.0.1)
<dungeon.players.alive> Number of players who have not used up all their lives. Equal to <dungeon.players> when PlayerLives is 0. 0 (v2.0.1)
<dungeon.dead> Number of players who have used up all their lives. A death with lives still left does not count, and the value is always 0 when PlayerLives is 0. 0 (v2.0.1)
<dungeon.spectators> Original participants (counted once, when the dungeon started) who are no longer in the instance. Players who joined after the start are never counted. 0 (v2.0.1)
<dungeon.maxplayers> The configured maximum party size (Requirements.MaxPartySize, default 4). Accepts a placeholder, or a math expression if you run Mythic Mobs Premium. 0 (v2.0.1)
<dungeon.mobs> / <dungeon.mobs.total> Number of Mythic mobs alive in the instance world. Under One World Dungeons the world is shared, so this counts every dungeon in it. 0 (v2.0.1)
<dungeon.mobs.MOB_NAME> Number of Mythic mobs of the given internal name (case-insensitive) alive in the instance world. A mob literally named total cannot be counted this way. 0 (v2.0.1)
<dungeon.elapsed> Seconds elapsed since the dungeon started. 0 (v2.0.1)
<dungeon.elapsed.formatted> mm:ss formatted elapsed time. Minutes are never rolled into hours, so 91 minutes shows as 91:00. 0 (v2.0.1)
<dungeon.timeleft> Seconds remaining before the dungeon times out. 0 before the dungeon starts, and for the whole run when General.TimeLimit is 0. 0 (v2.0.1)
<dungeon.timelimit> / <dungeon.timelimit.seconds> The effective time limit for the current difficulty, in minutes (the raw General.TimeLimit value, or the difficulty's Overrides.TimeLimit). 0 (v2.0.1)
<dungeon.timelimit.formatted> The time limit run through the HH:mm:ss formatter, which always emits three zero-padded fields and never mm:ss. Because the source value is in minutes, a 15-minute limit renders as 00:00:15. 0 (v2.0.1)
<dungeon.progress> / <dungeon.progress.percent> Elapsed-time progress as a whole number from 0 to 100. Reads 100 from the first tick onward when there is no time limit. 0 (v2.0.1)
<dungeon.progress.fraction> Elapsed-time progress as a fraction from 0.00 to 1.00. 0 (v2.0.1)
<dungeon.status> The current "Dungeon Status" string set by the Dungeon Status function. Empty when no status is set. Empty (v2.0.1)
<dungeon.lives> / <dungeon.lives.left> Lives remaining for the player the skill is running against (the trigger entity, else the caster). 0 when no player can be resolved, and 0 for everyone when PlayerLives is 0. 0 (v2.0.1)
<dungeon.lives.max> The configured PlayerLives for the active difficulty (respects per-difficulty overrides). 0 (v2.0.1)
<dungeon.party.size> Member count of the resolved player's dungeon party. 1 when the player is solo, 0 when no player can be resolved. Works outside a dungeon. 1, or 0 when no player resolves (v2.0.1)
<dungeon.party.leader> Name of the dungeon-party leader. Empty when the resolved player is solo. Works outside a dungeon. Empty (v2.0.1)
<dungeon.room> / <dungeon.room.name> The namespace of the room at the skill origin. Procedural dungeons only. [No Dungeon] (v2.0.1)
<dungeon.room.depth> How many rooms from the start the room is, counting from 1. Procedural dungeons only. [No Dungeon] (v2.0.1)
<dungeon.room.rotation> The room's rotation in degrees: 0, 90, 180, or 270. Procedural dungeons only. [No Dungeon] (v2.0.1)
<dungeon.room.id> The UUID of the room. Procedural dungeons only. [No Dungeon] (v2.0.1)
<dungeon.room.dungeon> The dungeon template's world/folder name, the same value as <dungeon.name>. Procedural dungeons only. [No Dungeon] (v2.0.1)
<dungeon.room.players> Current number of players in the room (alias playercount). Procedural dungeons only. [No Dungeon] (v2.0.1)
<dungeon.room.prevplayers> Player count in the room immediately before the last enter or leave (alias previousplayers). Procedural dungeons only. [No Dungeon] (v2.0.1)
<dungeon.room.lastplayer> Name of the last player to enter or leave the room, or empty. Procedural dungeons only. [No Dungeon] (v2.0.1)
<dungeon.room.lastplayeruuid> UUID of that same player, or empty. Procedural dungeons only. [No Dungeon] (v2.0.1)
<dungeon.room.emptycause> Why the room last emptied: MOVE, TELEPORT, WORLD_CHANGE, QUIT, or DEATH. Empty until the room has actually emptied at least once. Procedural dungeons only. [No Dungeon] (v2.0.1)
<dungeon.roommobs> / <dungeon.roommobs.total> Number of Mythic mobs inside the room at the skill origin. Procedural dungeons only. 0 (v2.0.1)
<dungeon.roommobs.MOB_NAME> Same, restricted to one internal mob name (case-insensitive). Procedural dungeons only. 0 (v2.0.1)
<dungeon.rooms> / <dungeon.rooms.total> Total number of generated rooms. Procedural dungeons only. 0 (v2.0.1)
<dungeon.rooms.cleared> Number of rooms containing no live Mythic mobs. Rooms that never had mobs count as cleared. Procedural dungeons only. 0 (v2.0.1)
<dungeon.rooms.remaining> total minus cleared. Procedural dungeons only. 0 (v2.0.1)
<dungeon.roombounds> / <dungeon.roombounds.center> The center of the room at the skill origin as x,y,z. Procedural dungeons only. Empty (v2.0.1)
<dungeon.roombounds.min> The minimum corner of that room as x,y,z. Procedural dungeons only. Empty (v2.0.1)
<dungeon.roombounds.max> The maximum corner of that room as x,y,z. Procedural dungeons only. Empty (v2.0.1)
<dungeon.door.NAME.open> Whether the door named NAME in the room at the skill origin is open (true/false). state works as an alias for open. Procedural dungeons only. Empty (v2.0.1)
<dungeon.var.X> The value of the instance-scoped variable named X, or UNDEFINED when it is not set. See Variables. [Couldn't find dungeon instance] (v2.0.1)
<dungeon.var.X|fallback> Same, but returns fallback instead of UNDEFINED when X is not set. [Couldn't find dungeon instance] (v2.0.1)

Note: the room-scoped entries resolve the room at the skill's origin location, which for a skill scoped to a targeter is not necessarily where the caster is standing.

Note: coordinates from <dungeon.roombounds.*> are truncated toward zero, not floored, so at negative coordinates the value can be one block higher than the block that actually contains the corner.

Note: <dungeon.var.X> returns [Invalid Placeholder] when Mythic Mobs supplies a placeholder context that is not skill metadata. The other placeholders fall back to their usual value in that case.

Updated Aug 19, 2026