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 10, 2012Can you support multi-worlds as well, so we can choose which world is activated or not?
The reason is I have a dungeon world, and like to set so that the dungeon has bosses :)
Great plugin!
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Posted Jan 9, 2012Have few suggestions for some "more rpg-feeling": Can you add a command, that will spawn a boss where you are looking and every time it is killed, after a configured time it will respawn? And also add some specials like from MobArena or NoSmoking. That's nice for battles with bosses. The second suggestion would be, that it is possible to make bosses only for some creatures, and other won't be bosses. Another suggestion will be to make that players can't leave or join the fight. Also teleport and so on will be blocked. (I think :)) my last suggestion would be, that when a group of players or only few will go directly into the boss hall, the boss and the players can have an conversation with configured messages and answers? That's all i think. I hope you like some of my ideas. But i will definitly use this!
GC
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Posted Jan 9, 2012@predawnia
Oops, yes. Fixing it. Edit: Should be fine now.
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Posted Jan 9, 2012Any idea why I am having this errors? Just installed 1.2.0 on Bukkit 1597
No config file was created.
00:00:07 [WARNING] [Likeaboss] Creating default config file.
00:00:07 [SEVERE] Error occurred while enabling Likeaboss v1.2.0 (Is it up to date?): Cannot store {
MaterialId=0, Chance=0, QuantityMin=0, QuantityMax=0} into MemorySection[path='Drops.FirstRoll', roo
t='YamlConfiguration'], unsupported class
java.lang.IllegalArgumentException Cannot store {MaterialId=0, Chance=0, QuantityMin=0, QuantityMax
=0} into MemorySection[path='Drops.FirstRoll', root='YamlConfiguration'], unsupported class
at org.bukkit.configuration.MemorySection.prepForStorage(MemorySection.java:909)
at org.bukkit.configuration.MemorySection.set(MemorySection.java:194)
at org.bukkit.configuration.MemorySection.set(MemorySection.java:197)
at cam.config.LabConfig.CreateFile(LabConfig.java:242)
at cam.config.LabConfig.LoadFile(LabConfig.java:145)
at cam.Likeaboss.onEnable(Likeaboss.java:38)
at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:188)
at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:968)
at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:280)
at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:186)
at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:169)
at net.minecraft.server.MinecraftServer.t(MinecraftServer.java:348)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:335)
at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:165)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:399)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:457)
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Posted Jan 7, 2012@drtrider200
Not for the moment, you only get a message when you hit a boss or when it hits you. I don't think it's possible to alter the graphics directly :/
But right now I'm adding an option which adds the same flaming effect as the mob spawner, it will be possible to turn it off.
I'm also adding another message which appears when you're near a boss after a certain amount of time. The range (or maybe the time required) will change according to your moves (if you're running or sneaking...).
I don't think I can do better.
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Posted Jan 7, 2012Is there a way for the players to know that it is a boss? Any Physical changes? Or are they going to just get rocked and have no idea about it.
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Posted Jan 7, 2012@predawnia Would be nice, but i'm not sure if that's possible. The Minecraft base code is a little too complicated for me, the obfuscation doesn't help (Bukkit still lacks many features).
@LordPhrozen The entity's health no longer drops (unless another plugin uses some function), so it should be fine even if you turn it off (CheckEntityHeal) :)
As for the HP cap, there is one for the entity (you cannot set its health above its maxHealth, which is not editable by Bukkit), but not for the boss (it has its own HP pool)... So, no cap.
Edit: The mob spawner effect works nicely, but I can't control the range.
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Posted Jan 6, 2012The mob spawned effect would be lovely. As for the 2 second tic, perhaps 1? Also, is there a max HP cap?
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Posted Jan 6, 2012-
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Posted Jan 5, 2012@rythar I like the idea, I'll add the possibility to change the probability depending of elevation.
@predawnia I can add the same effect as the one used by mob spawner, but I'd prefer something else, like a sword hovering above their head. In fact i've already tried that, but it didn't work well with bukkit functions only.
@SirMonsterSlayer I'll keep the idea in mind, but I have other priority for now :)
@LordPhrozen Yes I've a problem with that.
The enchant damage isn't "in" the event damage, I suppose it's applied after. In fact the event only has the base damage + critical hit.
Since I don't cancel the event (I just set the damage to 1, to keep the red flash and the knockback), the real damage done to the entity is 1 + X depending of the enchant (at least until the boss is dead). So even if I check the enchant of the weapon held by the player, calculate the real damage and modify the boss health according to it ; the entity will still get damaged.
To counter that, I've a task that reset the health of the entity every 2 seconds it the boss tied to it isn't dead, so maybe it isn't fast enough?
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Posted Jan 5, 2012Found your issue. You're not taking into consideration enchanted weapons damage. As both my Iron sword, and Iron sword Sharpness1, are doing 6 damage each, acording to your /lab viewer
Check for enchants and damage, also while your at it check for fire damage? not sure of thats on there eiether.
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Posted Jan 5, 2012Ok doke, tested. Mobs seem to be dropping faster than normal, watching my zombies fall with a good 60HP remaining.
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Posted Jan 5, 2012It would be really cool if you can support this plugin somehow http://dev.bukkit.org/server-mods/spoutcreatures/ It supports custom skins fopr mobs with the use of spout ;)
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Posted Jan 4, 2012Please look at the source code for mobarena. Configurable bosses with abilities, would he fantastic. I look.forward to the devellopment of thus plugging with GREAT interest. Installing tomorrow.
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Posted Jan 4, 2012How about making the boss has flame, like it is flaming. Easier to identify. Just a suggestion.
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Posted Jan 4, 2012I will install this as soon as a boss can be identified. Also it would be cool it we could set a level bosses spawn at or below so for my server bosses would say only spawn in the lower 20 blocks.