Likeaboss
Likeaboss
Likeaboss
Version: 2.4.1
IMPORTANT NOTICE: http://dev.bukkit.org/bukkit-plugins/likeaboss/#c331
Description
Description
This mod occasionally turns some monsters into a stronger version, boss-like. Its main purpose is to add a little diversity (and difficulty) to the combat aspect of the game.
Technically every monster spawning naturally in your world has a chance to become a boss, which hits harder, has more hit points and can possesses some immunities and abilities. Each boss can also have its own drop table. Of course all of this is configurable.
Moreover, they can notify you of their presence by sending you a message when you hit them, when they hit you, or after a certain amount of time if you're close enough. To make them distinguishable they can also have a flaming effect around them (the one used by mob spawners).
Almost everything is configurable, and if it isn't yet, it soon will be (at least I try)! (✿◠‿◠)
Configuration files
Configuration files
Likeaboss comes with different configuration files that are automatically generated with default values as an example.
- config.yml
This file controls global values that doesn't fit in other files; such as commands parameters, messages, state of the anti-grinding protection, and internal task intervals.
- equipments.yml
This is where you create equipments for your bosses. Any name can be used, they will be used as identifiers latter. When you create an equipment you'll have to provide a type (helmet, chestplate, leggings, boots or weapon) and a material ID. You also have the possibility to set a drop chance and to add multiple enchantments.
- abilities.yml
This one allows you to create different abilities for your bosses, like for equipments any name can be used. When you create an ability you'll have to provide certain fields depending on its type, the default file contains all available abilities with their needed parameters. You can create more than one ability per type as long as the name is different.
- bosses.yml
This one allows you to create different bosses. Any name can be used, this allows you to create multiple bosses per entity type. You can assign any created ability and equipment to any boss, you can also specify an assignation chance for each of the equipments and abilities. Bosses can also have their own drop table and immunities.
- worldname.yml
World files are generated only if the previous ones aren't, but you can create them yourself. This is where you add bosses to a world. You can also add some global abilities, immunities (overridden by bosses') and drops that will be used by each boss on this world.
Permissions and commands
Permissions and commands
Permission | Command | Description |
---|---|---|
lab.* | ||
lab.help | /lab help | Display the list of commands |
lab.reload | /lab reload | Reloads configuration files. |
lab.save | /lab save | Forces the saving of player's data. |
lab.info | /lab info | Displays some global and non-lasting stats. |
lab.clear | /lab clear | Resets stats given by /lab info. |
lab.list | /lab list | Displays the location and distance of active bosses. |
lab.stats | /lab stats [player] | Displays the leaderboard, or player stats. |
lab.viewer | /lab viewer | Toggles viewer state, which allows to see boss healths. |
lab.ignore.* | ||
lab.ignore | /lab ignore | Toggles ignore state, which allows to not be affected by bosses. |
lab.ignore.immediate | Allows to bypass the /lab ignore delay | |
lab.spawn | /lab spawn <boss> [amount] | Spawns one or multiple bosses on the targeted block. |
Known issues
Known issues
Have you found a bug that isn't listed below? You can either leave a comment on this page, create a thread on the forum or submit a ticket. The last two options allow for a better tracking.
- None as of 2.4.1!
Upcoming features
Upcoming features
Feel free to suggest features that you'd like to see being implemented; either by adding a comment bellow, by creating a thread on the forum, or by submitting a ticket.
- More abilities (I try to add at least one per update, next one to come: Thief).
- Better support for sub entity types (Skeleton wither, small and medium slimes...).
- Extended spawning system (possibility to make bosses spawn at a certain location for example).
- Configurable events.
Donations
Donations
If you'd like to support my work, a donation of any amount would be greatly welcomed ❤
There's a button at the top right of this page to do so.
I need a little help with the configuring of bosses. One thing I don't seem to really get, is that when I create a boss and configure it into the config.yml, he uses the abilities that I give him, but he also uses other abilities that I didn't assign. He also sometimes spawns in Diamond armor rather than the Iron Armor I wanted. I kind of figured that the additional abilities, armor equipment, and drop rates are coming from the world.yml. If I'm right, is there a way to stop world.yml from giving unwanted abilities, and drop rates?
@Quinnatator
Edit: Actually you're right, I thought I fixed it for 2.2.0, but apparently not. I'll release a 2.2.1 soon with a few bug fixes (nothing major). Sorry for that.
The "To Others" messages don't seem to be working properly. They show up exactly as they appear now, without the actual player name or colors. Any suggestions?
ToOthers: "&f{PLAYER} &cis attacking a {BOSS} boss!" ToOthers: "&f{PLAYER} is being attacked by a {BOSS} boss!"
@zergilng
You have an example here: worldname.yml
The hyphen is important, otherwise it'll not work. The value after the comma is optional and is used to specify an assignation (or attribution) chance, by default the value is 100.
Ability:
Magnet
Minion
Knockback
syntax collectry?
'&f{PLAYER} &cis attacking {BOSS}!' and this messages for showing nomarlly
@poonjab1_0
Likeaboss works in a weird way, it adds equipment to bosses but drop them manually when the entity dies, even if the entity no longer wears it (I found the Minecrat way of droping equipment not reliable enough). So it's technically possible that a plugin override Likeaboss equipments, but it'll not prevent Likeaboss from dropping them.
However, from what I see, DiabloDrops will add its equipment first, then Likeaboss. Meaning that there should never be double armor or weapon drop.
Also if you don't use the equipment feature of Likeaboss, DiabloDrops should work nicely, equipment will be added to bosses too.
Note that I haven't tested, I just had a quick look at DiabloDrops source code.
do you think this would work with diablodrops so the boss monster you kill can drop their gear?
@theurso5
The perms would probably not change.
About the ETA, let's say two weeks at most, one week most likely.
@bm01
That would be awesome!
And when you put out the update will my perms be good as is?
Any ETA?
@theurso5
You mean you can actually see the /lab commands by using /help from Essentials? I thought it only saw the base command, which is /lab. Technically there's only one command in Likeaboss (but I could change that).
However if you're talking about /lab help, I agree, it should check the permissions first. I'll most certainly do that for the next update.
@bm01
Well a default player should only see the commands they have permission to see.
As in my case i oly want them to know about "stats" and "viewer".
@theurso5
That's intended, it's given by default. Do you think it shouldn't be the case?
Wait, actually that may be not what your're asking... I'll check what this part of Essentials does.
Using pex, and the full help list still shows up for default players when i only give them:
@KTJx2
Well, there is no global variable for that, currently bosses replace the original mobs, so their number is tied to the number of mob that can spawn on your world. But if you want to increase their number you have to modify the line "spawn" for each bosses in bosses.yml. Here it is:
As an example, Spawn: 100.0 0.0 would mean that 100% of the mobs of the specified type (Zombie, Skeleton...) that spawn naturally would become a boss.
Don't hesitate to take a look at the config files: config.yml, equipments.yml, abilities.yml, bosses.yml and worldname.yml.
How can I make it so that they spawn more often?
@Shaunbear
It's already possible, you can change the entity type used in abilities.yml, you can also create multiple copy of this abilities but each with a different type.
The only limitations are: 1- You can't add more than one entity type per ability, 2- If you assign more than one ability to a boss, they will not be mutually exclusives (they all could be used at the same time).
But I think I will add the possibility to set more than one entity type per Minions ability. I don't know, I'm trying to find the best solution.
Ever thought about making it so certain bosses can spawn certain types of minions?
@CollinDesigns
Never mind, I'm just dumb, it's my fault, switching from
C++
to Java confuses me.This will be fixed for the next version.
@bm01
Any idea where to begin, my plugins: http://pastie.org/6154294
@CollinDesigns
That's weird, probably an incompatibility with another plugin, I guess. Actually I don't see how that's possible.
If you could try without any plugin see if it works then try to isolate the culprit, that would be really helpful.
Otherwise I'm afraid I can't do much.