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.
Yeah, /lab stats reads the players file and sort the results, it uses the main thread so if you have a few thousand line in the file, it may slow down your server. That's something I wanted to improve.
By the way, about the future of this mod, I haven't abandoned it, I'm just taking a huge break from Minecraft (started a little more than a month ago), I'll surely return someday, like I always did.
About the new Minecraft version, I'm not sure if this old version still works, but it should.
This really is one of the most loved plugins we have, big thanks for that! I noticed that /lab stats is really heavy on the server - lags it down a lot (we have run likeaboss for a few months, so a fair amount of data). The server is very powerful with lots of spare cpu normally, so that's not where it's at.
Would be very nice if its sped up/handled in the next version. Thanks a bunch!
@kanti17
Since I'm working on mcMMO too, I'll probably do something about it, if possible.
Is this compatible with mcMMO? If not, can it be?
Unless there is a way to configure it specifically, boss mobs are not effected by the increased damage for weapons granted by mcMMO skill levels.
It'd be great to get this working.
well, he did say •Essentials' /killall command incompatibility (ticket). also, i have a suggestion. could u make NEW mobs, by having NPCs called vampire/warewolf etc? it would be cool to add new mobs to the server.
@SgyX2
See my comment here: http://dev.bukkit.org/server-mods/likeaboss/tickets/4-killall-grave-warning/
But don't worry, it has no consequences.
At command input /killall (essentials) there is an error. What's the problem?
[SEVERE] Could not pass event EntityDeathEvent to Likeaboss org.bukkit.event.EventException at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:304) at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:62) at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:460) at com.earth2me.essentials.commands.Commandkillall.run(Commandkillall.java:162) at com.earth2me.essentials.commands.EssentialsCommand.run(EssentialsCommand.java:102) at com.earth2me.essentials.commands.EssentialsCommand.run(EssentialsCommand.java:96) at com.earth2me.essentials.Essentials.onCommandEssentials(Essentials.java:383) at com.earth2me.essentials.Essentials.onCommand(Essentials.java:301) at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40) at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:166) at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:479) at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:821) at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:781) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:764) at net.minecraft.serverhook.NetServerHandlerProxy.a(NetServerHandlerProxy.java:141) at net.minecraft.server.Packet3Chat.handle(Packet3Chat.java:34) at net.minecraft.server.NetworkManager.b(NetworkManager.java:229) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:113) at net.minecraft.serverhook.NetServerHandlerProxy.a(NetServerHandlerProxy.java:83) at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:567) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:459) at net.minecraft.server.ThreadServerApplication.run(SourceFile:492) Caused by: java.lang.UnsupportedOperationException at java.util.AbstractList.add(Unknown Source) at java.util.AbstractList.add(Unknown Source) at java.util.AbstractCollection.addAll(Unknown Source) at cam.listener.LabEntityListener.onEntityDeath(LabEntityListener.java:100) at sun.reflect.GeneratedMethodAccessor108.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:302) ... 22 more
1.6.0 on its way out, expect a lot of change concerning config files.
The two main features are abilities and possibility to create more than one boss of a same type (and to give them a name).
@XepherLink
This is a bug, the base chance is used when fromSpawnerChance < baseChance, if I remember correctly.
How would I set it so the bosses never spawn from mobspawners when its set to 0.0 it still has a low chance of spawning.
Also can you add the option, to enable Epic Enchanted Drops from bosses, to make boss raiding more worth the time.
Sorry for the lack of update, but I still don't have enough time to work on this.
@Adrenalineq That's a good idea actually, but it's more complicated than it seems, because you can't spawn an entity on an unloaded chunk. You can't neither keep a chunk loaded (well, you can, but it isn't a good thing to do), so your request must be keep in memory and applied once the chunk is loaded, then if the chunk is unloaded but the entity still alive it must be re-added latter.
But I'm planning to add something similar, it'll just take some time (weeks, or even month since I don't know when I'll have time to work on this).
@bm01
Maybe add a X,Y,Z to /lb spawn command? i want to use it from console :) (daily events)
@Mayhem777
They already exists (with the spider as the boss), but you have to be lucky to find one :p
I'll probably add an ability, called "Mount" or something like that, that will let you control this. It's technically possible to put a zombie on a slime for example.
One more question, will you add spider_jockeys? :D
@Mayhem777
It should :p
@Jeesan
Something similar is planned, yes. I'd like to give more control about where and when a boss can spawn.
Still Working on R4? :D
@Jeesan
Yeh that would be awesome if he implemented that.
Would it be possible in allowing more control over boss mob spawns? Like possibly add a feature in which you can set a specific coordinate where a boss mob will always spawn. Figured it would be pretty sweet if you could make quests with a boss mob at the end.
@Vidikron
Theoretically the smallest positive value of a Double object, so 2E-1074 according to the doc.
Practically, well, it's buggy, and the base spawn chance may be used instead.
That too is fixed in the next version.
One more question... what's the lowest spawn rate you can set? I tried setting the spawn rate for one of the spawners to 0.0 and it actually seems like it's spawning at or near 100%.