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.
@Baffu
The new features I planned to add are a little complicated so they requires more time and energy than usual, and since I'm going to Japan for three month, well... No update to come any time soon, but I'll most certainly resume my work on it in September / October. Also, to my knowledge, the current version works fine.
Anyone else getting an effect where bosses won't spawn? listing bosses produces none, but if i move say 1000 blocks away, the mobs there were near me sometimes become bosses, then despawn. i can still spawn them normally with the spawn command, and spawning a bunch with a spawn egg produces bosses, but no 'natural' bosses
Any news ?
I need some help, cause i try to make more bosses, and more Skills, but it's not easy alone. If anyone can give me some advices, or work with me.
Looks interesting. bm01 are you still maintaining the plugin?
I've been searching for a plugin that allows mobs to spawn naturally with names defined in the config per animal. So cows for example have a percent chance of spawning with a random name defined in the cow section of the configuration. If you could implement this, I would love you. If you could make it as a side plugin, I would love you. If you could let me know of a plugin that already does this, I would make love to you on your doorstep.
Figured it out BM.....maybe just an idiot here:) or maybe this will help somebody in the future. I had recently reset my world and changed the name. The mod folder still had the old world subfolders. I deleted the whole thing and reloaded the mod and bang...all is well in the world. Thanks for your patience.
Ok thanks BM,
I will experiment with removing other mods and see if I can get it back to working.
@mdp123
It works perfectly for 1.5.1, there is nothing to update. There probably is an incompatibility with another mod.
Any chance this is going to get updated soon for 1.5.1? It doesnt want to let me spawn boss's now (on the latest dev build, but hasn't for awhile with the dev builds). Are others able to spawn bosses with the current 1.5.1 dev builds?
thanks bm01 I thought this should have been explained in bosses.yml which would make most sense
@alek123222
It's explained there: worldname.yml
The colon separates the base ID from the extra ID. Some items require an extra "ID" to be fully defined, such as pink dye, jungle log, etc. More information there: http://www.minecraftwiki.net/wiki/Data_values. For example 35:2 defines a blue wool block. A colon was chosen for consistency sake, many mods use a colon to separate those two values.
The next value is the drop chance (20% in your example, decimal numbers can be used, hence the decimal mark), then the last two represent the minimal and the maximal amount.
I dont understand how loot works why are there dots after ids why are the colones after ids can some one please tell me the format.
THIS MAKES NO SENSE TO ME id? another id? chances or amount? 288:0 20.0 1 3
why are there dots or colones which one is right....!
@AceHole82
Wow, really? That sucks. I'll have to "compensate" this feature :/
@SableDnah
Cool :p
@xlii1356
@xlii1356
My understanding is that in the latest update Zombies do more damage the lower their health, therefore if you give them 120 hearts of health they'll do 0 damage, until you beat them to near death. I've got around this by configing Zombies to have 20 hearts health (the standard in minecraft) but a 100% chance of spawning with full iron armor.
If anyone wants to see this mod in action with a few others there welcome to join smartace.no-ip.org
So.... my zombie bosses don't do any damage. They attack, they do knockback, but no damage. They have the exact same stats as my skeletons and creepers, but are pulling their punches for some reason. Has anyone else run into this problem?
@pjlasl
@bm01
I'm on it now :)
@lancernik
The same way as you did previously, or see bosses.yml for more information.
Don't forget that the "name" you chose must be added to one of your worldname.yml file.
If you find one of my comment in the config files not clear enough don't hesitate to tell me.
How can i add boss at 1.5.0 version? (CB 1.2.5)
@pjlasl
Upvote this: http://dev.bukkit.org/server-mods/mobhealth/tickets/42-do-error-with-likeaboss-plugin/ :p
Can you push the MobHealth peeps to fix their issues with your mod? LOL. I just tried yesterday and still get java exceptions...