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.
-
View User Profile
-
Send Message
Posted Mar 2, 2012@SableDnah
Ah yes, sorry, forgot to mention that, every configurable parameters are in a BossData object :p
-
View User Profile
-
Send Message
Posted Mar 2, 2012@bm01
Its working on Bukkit 1.2.2-R0.1- for me :)
I updated MobHealth to your latest version - I noticed getHealthCoef() had moved ;)
-
View User Profile
-
Send Message
Posted Mar 1, 2012Planing to add abilities for 1.5.0. Starting with fireballs, extra knockback, bouncing arrows, explosion on death, teleport, maybe minions.
-
View User Profile
-
Send Message
Posted Mar 1, 2012@bm01
I did let it make a new.. How ever I did remove the list and replaced it with the old..
-
View User Profile
-
Send Message
Posted Feb 27, 2012@JoneKone
That's because you have a "0.0" where an integer is expected, I could do something to avoid that.
Anyway, as I said, for this update it's better to let the mod create a default config file. Sorry, I know it sucks :p
-
View User Profile
-
Send Message
Posted Feb 27, 2012http://pastie.org/3469959
A players goes to Nether and it starts to spawn this..
1.4 R4
-
View User Profile
-
Send Message
Posted Feb 26, 2012@ramsydk
It does, it's just that LAB gets loaded first, so when it looks for worlds it only see the default ones. You just have to use /lab reload or travel to a multiverse world and it will create the files. Of course you can create them yourself.
Since every world has its own config file, yes you can disable LAB for some. Just remove every boss entry, a file with only that will work:
But don't remove those two lines, otherwise bad things will happen (v1.4.0).
-
View User Profile
-
Send Message
Posted Feb 26, 2012Nice plugin :)
It doesn't pick up my multiverse worlds though, can I add these worlds to configs myself?
Also, is there a way to disable it for certain worlds, or enable on some?
-
View User Profile
-
Send Message
Posted Feb 25, 2012@bm01
Ah ha, I figured as much. That would be really neat though, for a chance for any boss to spawn (with settings to disable certain ones from this 'global' spawn... Ghasts in the regular world could be troublesome, for example).
The occasional nethermob or giant boss spawning in the normal world would be epic though. :)
-
View User Profile
-
Send Message
Posted Feb 25, 2012@Darkhand81
Monsters are "replaced" by a boss of the same type, in fact the mod doesn't spawn any entity. So no, even if you add the Giant to the config file it will not spawn.
I could add an option for that, I suppose.
-
View User Profile
-
Send Message
Posted Feb 24, 2012How exactly does the spawning system work? Are only bosses of the same type replaced? i.e, if a creeper spawns, is there any chance for it to spawn as another boss type, or only a boss creeper?
If that's true, if I add the Giant to the config file, will it ever spawn on it's own?
-
View User Profile
-
Send Message
Posted Feb 23, 2012Ouh my bad, it does work with R4. I mean the 1.3.2
Now to test 1.4 =) tnx for it..
-
View User Profile
-
Send Message
Posted Feb 22, 2012@Darkhand81
New update yes, but I couldn't test it on a real server (we're still on R3 :/), I hope it's not too bugged.
As for fireballs, that should be one of the easiest ability to add :)
-
View User Profile
-
Send Message
Posted Feb 22, 2012And the update is here! Thanks for your hard work. :)
AngryWolves added an option for wolves to shoot fireballs! Could something like that be integrated here? Fireball-shooting bosses would be incredible. :)
-
View User Profile
-
Send Message
Posted Feb 21, 2012@bm01
Can't wait for the update! Been watching this plugin from the start, it's really shaping up and I hope to make it a vital part of my server soon. :)
BTW - The fire enchant and knockback bugs could be called features! "Due to their strength, bosses are immune to fire and knockback" ;)
-
View User Profile
-
Send Message
Posted Feb 20, 2012@JoneKone
Strange, it should work with R4. Anyway a new update is on its way, it will take some time though since many internal things are modified.
-
View User Profile
-
Send Message
Posted Feb 20, 2012It broke when I installed R4
And when R5 comes all old hooks will brake.
-
View User Profile
-
Send Message
Posted Feb 14, 2012@JoneKone
Yeah it happens sometimes, it's totally harmless though. I'll see if I can avoid this.
-
View User Profile
-
Send Message
Posted Feb 14, 2012http://pastie.org/3383802
when shutting down the server
-
View User Profile
-
Send Message
Posted Feb 14, 2012The visual effect isn't the problem, it's purely visual :p It's just the idea of bosses dying in daylight that I don't like.