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.
@pjlasl
Don't hesitate to ask again if you need help about something.
On a side note I'll soon add the possibility to make bosses spawn anywhere or at certain location (currently only entities that spawn naturally can be turned into a boss), so you'll be able to create more dangerous area for example. I just have to think how to make it easily configurable (that's the hardest part in my opinion).
@bm01
Appreciate the quick responses =). Off to create some badass bosses!
@pjlasl
Some items (and blocks) require an additional value to be fully defined.
Here's the list of all material ID: http://www.minecraftwiki.net/wiki/Data_values
If there is a little "D" next to the name it means that an additional value is required (if none is specified it'll be defaulted to 0).
For example this is the case for Golden apples, Dyes, Potions, Eggs...
@bm01
What exactly is data? Can you explain this a little better?
@bm01
I love to tinker LOL.
@pjlasl
Yup, if you remove global loots and abilities you can make bosses more "unique", less random. Most servers don't customize the config files, and that's a shame, because they're merely an example of what can be done :p
@bm01
Thanks for clearing my words up for me LOL. I really have enjoyed this mod. One last question, from reading below, If I want to be more specific on my boss's structure, I should remove abilities and and loot from the world.yml, correct?
@pjlasl
You mentioned the Wither Skeleton, not the Wither. If the Wither is in the list, then yes, you can add it.
@bm01
So I can make a bat (which is on the list) a boss, but I cannot make a wither (which is on the list) a boss.
@pjlasl
You can create multiple boss of the same type as stated here: bosses.yml
However Wither Skeleton aren't supported yet, because technically they're just skeleton. This may change in the future.
Here's the list of all entities than can be used: http://jd.bukkit.org/rb/apidocs/org/bukkit/entity/EntityType.html Obviously some of them wouldn't make any sense (such as "Player", "Painting" or "Lightning"), however animals and passive mobs are usable (but they'll remain passives).
Can I create other bosses? Such as the Wither Skeleton? Or is this only internal to the mod and I am stuck with the mobs in LikeABoss?
@Sadorhael
See these tickets:
It should already work, but MobHealth needs to remove an old dependency.
It would be great if you added support for the MobHealth plugin, so we could see the health of the mobs using that.
@bm01
True, even though we may add that possibility as well. ;)
@Erackron
It also has mutually exclusive random enchantments :p
@bm01
No problem. :)
In the end, with the equipment.yml file, it comes down to what you exactly want. In the situation you describe, I would indeed choose your method, in the same way that I can think of situations where our method would be easier. :)
So it's really a matter of preference.
@Erackron
My bad, I thought you applied the armor "manually" to make it work with the internal health value, since this is close to how Armor Pierce works.
Anyway, I moved the assignation / attribution chance of equipments and abilities in bosses.yml (I have to admit it's not really clear), so that an ability or a piece of equipment can have a different value depending on the boss they're used on. For example if the user want the same armor on Skeletons and Zombies but with a different assignation chance, he doesn't have to create a new "set". That's what I meant.
@bm01
About the equipment.yml: I would say that the difference there is mainly that we work with equipment sets that can be applied to multiple bosses, whereas Likeaboss works with individual items that belong to a slot and those items can be applied to multiple bosses.
We did not say our equipment.yml is shorter or better, merely that, for example, in our config you can let the plugin randomly (using your chance values) choose an item for a slot out of multiple options that you specified.
About compatibility:
In order to solve the problem that armour on bosses was actually useless, we also had to stop using an internal value as our guideline for the health of a boss, so that's not really a difference.
@MinerKP
Abilities and drops in worldname.yml are used by all bosses in this world, you can't ask a boss to not use a certain ability or drop from a world, that would go against the "global" status of these (I may add a parameter in the future for that, something like "useWorldParameters", but it would make config files even more complicated so I don't know).
If you don't want to have global abilities and drop, just remove them. If you want to use them only for certain bosses, you'll have to remove them and add them in bosses.yml.
Equipments can't be global. If a boss has diamond armor instead of iron armor that's probably because you have two boss of this type, one using diamond armor and the other one using iron armor.
Don't hesitate to post your config files somewhere so I can have a look at them.
@marubal21
There's a few difference:
I'd like to note that Corruption devs used and added some of my recent changes to their version, as stated by their change log. I actually gave them the source code since I wasn't sure if I would resume the development.
However their last upload possesses a change that wasn't present in the code I gave them (the save / load and lab stats improvements), they actually decompiled my last version in order to get it. I didn't give them the permission to do that, but for their defense it most certainly was a misunderstanding and that's why I didn't say anything. Just bear in mind that some Corruption features actually come from Likeaboss and that they no longer have the permission to use everything I make (only what I give them explicitly :p). As a consequence our mods will not stay that close indefinitely.
Is there a difference between this plugin and the latest corruption plugin. I ask because the pages themselves look alike but each have a different versioning number.