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.
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Posted Jan 18, 2012Brilliant mod. Thanks :)
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Posted Jan 17, 2012@nurwin22 Thanks!
For Mob Stats, it's highly unprobable :(
For the multiworld support, I'm still thinking on how to do it. A config file for each world or just an option to desactivate the plugin on some world. The problem with the first choice is that it will quickly become a pain to configure everything once I'll add parameters for each type of boss.
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Posted Jan 16, 2012Could you add multiworld support for this?
Great plugin mate... truly great
Would this by chance work with Mob Stats?
http://dev.bukkit.org/server-mods/mob-stats/
Probably a long shot, but I have to ask =D
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Posted Jan 16, 2012Just tried the spawnmob command of CommandBook (/spawnmob zombie 15), and It works, I got 15 zombie and 7 of them was bosses (50% chance on my test server).
So, sorry, I can't help you :( What are your other plugins?
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Posted Jan 16, 2012@LordPhrozen
That's strange, but I don't think the problem comes from my plugin. I mean, when Bukkit calls onCreatureSpawn I just check the type of the monster (because we don't want pigs to become bosses) and do internal stuff. I don't modify the event, at all.
CommandBook you say? I'll check that.
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Posted Jan 16, 2012Hmm.... so i did some tests with the plugin today, and for some reason, it's causing mobs not to spawn.
Try forcing mob spawns with another plugin, ( doesnt matter which, they are all effected ).
command book is the easiest to check since its just /spawnmob zombie 15 or whatever you want to test.
im getting like 25% of the creatures to spawn. so any plugins that would compliment likeaboss (i.e. other rpg plugins ), conflict pretty hard :'/
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Posted Jan 14, 2012@codename_B
I'll probably add that then.
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Posted Jan 13, 2012@zOxigen00
I approve this request.
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Posted Jan 12, 2012Suggest
If somenone killed a boss an adjustable message will apear on chat like this:
<player> just killed a boss and recived <items>, Congrat!
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Posted Jan 11, 2012@LordPhrozen
No, I will not read all the doc for a problem I know nothing about :(
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Posted Jan 11, 2012http://ci.milkbowl.net/job/Heroes/javadoc/
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Posted Jan 11, 2012@LordPhrozen
Well, enchants are applied to bosses, I calculate it myself. But no matter what you do, if the event damage is > 0 and not canceled, the final damage will be event damage + enchants damage.
Anyway, instead of canceling the event I'll try to set the damage to 0, maybe that will be enough for Heroes. Otherwise, well, you'll have to tell me what's the problem, I don't know anything about Heroes :p
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Posted Jan 11, 2012As for enchanted. I'm sure you can get the enchant type if the currently selected item. Negate it completely, then modify the main damge going out to the boss.
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Posted Jan 11, 2012Yes obviously some things to be added to bosses w ould be difult, true enough. For ma working with heroes, the heroes api is available, and easily hooked onto.
Still web the ability to spawn MA "bosses" would be an epic leap forward in rpg minecrafting.
Though I don't recall mephisto doing anything that required not spanking the shit out of him and slamming potions. :P
Some abilities that would be nice to see that MA doesn't have, is spawning adds, or temp buffs. Ie "Galoroth is enraged!" Lasting 40 seconds making him hit 3x as hard. So kite him til it wears off
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Posted Jan 11, 2012@LordPhrozen
I haven't said it's impossible to add skills (I'm even planning to do it), just that we're pretty limited. For example, using only the API (so no CraftBukkit / Minecraft functions) it's currently impossible to increase the velocity of an entity, you just can push them (like those bouncing sheeps). Also impossible to control the gravity or the jump height, or tell skeleton / creeper to move toward the other side, or tell a zombie to throw a potion, or teleport a spider more than one time per second (Minecraft limitation)... Of course with a little ingenuity you can do some good stuff, like a chain lightning / firewall / AE knockback and why not water flow to push players. But still, it's too limited for my tastes, it doesn't get even close to how I think a real scripted boss should be. But for random monsters that's fine.
As for Heroes, yes, I was afraid of that. I guess it's health related? See, that's another Bukkit limitation, we can't increase the max health of entities, so every time an entity is damaged we decrease an internal HP pool, until it's empty. So every other plugin based on event damage may miss something. Even worse, since enchant damage are applied after the event, we cancel it, otherwise you could kill a boss in one blow with Sharpness V.
And of course Heroes doesn't know all that, same for mcMMO (you don't get any exp when you damage a boss, by the way bleeding and counter attack don't work neither). I don't know how MobArena solved this problem, I'll probably check latter.
@predawnia
You can increase the health multiplier, but it will get complicated for those without enchantments. Otherwise I don't know, maybe reduce the enchantments effectiveness against bosses?
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Posted Jan 11, 2012Also this plugin conflicts something fierce with heroes. Should probably look into that...
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Posted Jan 11, 2012Actually bucket does allow for that. Check mobarena. Those bosses have massive skills HP pools and take more than tank n spank. Awesome part? Ma is open source.
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Posted Jan 10, 2012My players with full diamond enchanted gear are killing the bosses easy. :P
How do you suggest to make it tougher? :)
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Posted Jan 10, 2012Okay i will watch for other plug-ins. And no i haven't played games like Diablo II. Thanks for answering.
GC
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Posted Jan 10, 2012@Curxe
I'll probably add some parameters to configure each boss type, to remove creeper bosses or to increase the health of zombie bosses for example.
For the other suggestions, it could be interesting for a mod that want to create real bosses, but that's not really the purpose of mine, even though I write "boss" everywhere. Have you ever played Diablo II, Titan Quest or some other H&S games? Champion monsters, that what I want to do, just base monsters with more health / damage and a few skills. Not real bosses with a better AI, scripted and all. Not because I don't like it, but because Bukkit doesn't offer enough control on all that, so I'm not sure if the result would be satisfying.
However I'll probably add some event.
@predawnia
Sure!