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.
@Vidikron
Currently no, sorry, you'll have to deal with the blank line :/
The next update will fix that.
Love the plugin... makes it easy to fine tune the difficulty of the game overall. Is there any way to remove the messages? I've raised the spawn rate pretty high to make the game more difficult, but it also means the messages are spamming everyone. I've removed the text, but encountering a boss still causes a blank line pop up in the chat/messages which still isn't ideal. Any way to simply turn them off?
Thanks!
@OriginalMadman
For the moment the easiest way would be to put only this in the config file:
You need both entry, and don't forget the {}. Otherwise you'll get an error.
I love Like a boss, and so doesn't my players - which is even better :)
What I do find tedious is individual config file for each world (I have lots of worlds). Easiest way to just disable bosses for a world is...?
@rawrWingz
A Heroes support is planned but don't except it soon, there is a few things I'd like to implement before that, and currently I'm taking a (large) break.
@Dracasis
It's not possible, Bukkit doesn't give anything to modify the AI of monsters :( It's probably doable by using CraftBukkit / Minecraft code, but it's complicated and risky to say the least.
Fun mod ^_^ Could you add an option to make boss monsters spawn as neutral unless attacked? I'd like to make them rare and super hard so that players have to work together and use high-end equipment to tackle them. Unfortunately if I do that new, unprepared players out in the world will find themselves repeatedly mauled by boss monsters and I dont want to make it un-fun for them.
Thanks in advance =3
As for the known issue obviously with heroes. Possibility of support, slim? Would like to know because this is definitely something very, very, interesting and exciting to my server. Overall seems to be an amazing plugin, just stellar job man.
@erdrickk
I already started to work on abilities, but I'm taking a break currently, don't expect it soon. As for enchanted items, no, not yet :/
One request - can you make it so the bosses have special abilities? like you can set with bosses in MobArena? abilities such as where they warp you in, or throw you etc..
can the config be set so bosses drop enchanted items?
Heroes support would be awesome!
This is great. Finally some variety on the standard mobs.
I use Heroes plugin though and other than changing the mobs health and better drops, it doesn't affect the damage bosses do.
Any easy way you can get this plugin to overwrite the mob controls in Heroes?
bm01, Thank you sooo much for writing this kickass plugin. WE LOVE IT! Keep up the good work! Come visit us and enjoy the fruits of your hard work!!
Thanks Cecell
Proud users of Likeaboss at: mc.hordecraft.us:25565
Perfect thanks :D
That's alright, I can wait to update. There's no need to rush or stress yourself :) and thanks for responding so fast!
@Mayhem777
That's normal, either base drop are replaced by boss drops, or boss drops are added to base drops. This property controls that.
You can configure the boss drops in the [world]\config.yml file.
@Timberwolfz7
Yeah, it happens sometimes, I think it's already fixed in my latest dev build (which isn't downloadable, sorry, I have still work to do on it but can't find the time).
I have the overwritedrops option set to false and the bosses are dropping diamonds :/
I got an error here. It doesn't seem to have any adverse affects but I just want to make sure.
Error: http://pastebin.com/D2GqbsXU
@nhoclesnar
If set to false, original drops from the entity will be used (for example rotten flesh), otherwise they're discarded.
Maybe I should have used another term.
I'm glad to hear that you are working on a new and improved version. You must fix the memory leak asap! Other features can be released in later builds. Btw I wonder what does the line "OverwriteDrops: boolean" under "Boss:" section do?