Mine Mine no Mi NPC Compat
Give any CustomNPCs mob the full power of Mine Mine no Mi abilities — no coding required.
MMNM NPC Compat is a bridge mod between Mine Mine no Mi (and its addons) and CustomNPCs, allowing you to configure any named NPC as a fully-featured One Piece boss with phase-based ability rotations, permanent haki passives, combat conditions, and — since 1.0.5 — live JavaScript script integration. All through simple JSON files.
✨ Features
- JSON-driven configuration — drop a file in
config/mmnm_npc_compat/ and any NPC with a matching name becomes a boss
- Full ability support — works with instant, charge-based, and continuous abilities from Mine Mine no Mi, cartaddon, fruitreworks, and any MMNM-compatible addon
- Phase system — unlock abilities at specific HP thresholds (e.g. only use the ultimate move below 40% HP)
- Permanent passives — keep haki hardening, logia immunities, zoan transformations, or any buff active at all times
- Combat conditions — control ability usage by player distance, nearby player count, and health range
- Per-ability cooldowns — replace MMNM's player-only cooldown system with your own timings (in milliseconds)
- Spawn stagger —
startDelayMs prevents all abilities from firing simultaneously on spawn
- Haki bar support — automatically grants max haki EXP to NPC bosses so the haki bar never blocks their abilities
- Goal persistence — re-injects ability goals if CustomNPCs clears them during its own AI ticks
- Force charge/continuous —
forceChargeDuration and forceContinuousDuration for abilities with player-only use guards
- CustomNPCs script integration (new in 1.0.5) — your NPC's JS script receives
onMMNMAbility(event) and onMMNMAbilityEnd(event) callbacks every time an ability fires or ends, letting you dynamically scale damage, trigger dialogue, or react to any phase change without touching Java
📦 Requirements
| Mod |
Version |
| Minecraft Forge |
1.16.5 |
| Mine Mine no Mi |
0.10.10+ |
| CustomNPCs |
1.16.5 |
Compatible with: cartaddon, fruitreworks, awakenawakennomi, fightingstyles, and any mod that registers abilities in MMNM's ModRegistries.ABILITIES registry.
CustomNPCs is optional for the script integration — if it is absent, all callbacks silently no-op and the rest of the mod works normally.
⚙️ Quick Setup
- Place the JAR in your
mods/ folder
- Start the server once to generate the config folder
- Create a JSON file in
config/mmnm_npc_compat/ named after your NPC
- Set
matchValue to the exact in-game name of the NPC
- Add ability entries with their registry IDs, cooldowns, and conditions
- Restart the server — done
🧩 Script Integration (1.0.5)
If the NPC has a CustomNPCs script attached, you can react to ability events in JavaScript:
function onMMNMAbility(event) {
// event.abilityId, event.slot, event.fireCount, event.cooldownMs, event.isPermanent
// event.damageMultiplier (read/write) — scales all projectile damage from this NPC
if (event.abilityId == "mineminenomi:yasakani_no_magatama") {
event.damageMultiplier = 3.0;
}
}
function onMMNMAbilityEnd(event) {
event.damageMultiplier = 1.0; // reset when the ability ends
}
The bridge uses pure reflection — no compile-time dependency on CustomNPCs.
The CustomNPC × MMNM Compat Team