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 Mar 30, 2012For the monster base damage multiplier.. I'm using monsterapocalypse, will the multiplier multiply the monsters base damage or the MA adjusted damage?
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Posted Mar 29, 2012@EpykPhail
There is nothing to show really, they behave like monsters :p
What do you want to see?
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Posted Mar 29, 2012pictures and/or videos please. :D
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Posted Mar 29, 2012Updated for 1.2.4 :o (Waiting for approval).
Nothing new in it, I'm too lazy to add new features for now.
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Posted Mar 26, 2012Yeap the sword breaks, but yes im using now 1.2.4 dev bukkit build, so its my bad, waiting for update :)
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Posted Mar 25, 2012/me is hanging on the lock... :)
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Posted Mar 24, 2012I'm still waiting for a beta build to upload it on BukkitDev. Apart from that it's ready.
@zOxigen00
You mean the sword breaks in one hit? It shouldn't happen unless you're using 1.2.3-R0.3 or latter.
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Posted Mar 23, 2012I have a problem, sometimes if players hit a boss with a full new sword (any type) at the first time they hit the sword's durability loss. Any idea for this?
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Posted Mar 23, 2012@bm01
Sounds cool - definitely need to take you up on that unless you release soon for 1.2.4
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Posted Mar 23, 20121.2.4 ? =)
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Posted Mar 18, 2012@Pandamatak
Maybe I'll add some comments in the config files. But with one line per value, it would make it even more painful.
As for enchanted items, no, but I like the idea.
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Posted Mar 18, 2012Any way to make it so that bosses can drop enchanted items?
BTW: I recommend making the config easier to read/understand, I had to keep referring back here to edit it :\
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Posted Mar 18, 2012Just found that since R0.3 (don't know which build), swords enchant are added to the event damage. I no longer need to calculate them myself, or even cancel the event to avoid kills in one hit (previously sword enchants were added after the event, so even if I set the damage to 1 it was possible to kill the entity with Smite IV for example). Same for durability loss.
This isn't the case in 1.2.3-R0.2 nor 1.1-R8. So I'm waiting for a R0.3 beta or recommended build to upload a new version (and this will officially mark the end of the 1.1 support!).
@OriginalMadman
The problem for me is that I can't upload a file and say "works with R0.3". I mean, I just don't have the possibility, there is no "R0.3" field in the drop down list. And as I said there is a huge difference in how events are handled in R0.3, it affects my plugin a lot, so selecting another field isn't a good idea.
If you really need a R0.3 working version, I can upload it somewhere, but not on BukkitDev :p
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Posted Mar 18, 2012@bm01
Thanks a lot for the info on LivingEntity-damage. It might have solved another problem I had to. I went off the beta due to other problems with more vital plugins, but with some luck those might be ok now.
I really like the bosses, staple of the server, so it sucks to have them off. Thanks for your hard work.
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Posted Mar 16, 2012What happens is simple: Every time a boss is damaged, I cancel the event but I still use LivingEntity.damage(0), which triggers another event, and so on. It's an infinite loop, until a stackoverflow exception is thrown. Theoretically it should happen every time you damage a boss: your server freeze for one second or less then /lab viewer writes a lot of stuff (if you use it).
I use this method because it allows me to keep the knockback / redflash on hit and resets the invulnerability timer. Without it it would be a lot more complicated. Anyway I already have a quick fix in mind (something I should have done earlier: ignoring event having 0 damage). But I prefer to wait some time and see if it stays like that or not.
Edit: I see what they did. I'm almost sure it will not change.
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Posted Mar 16, 2012@bm01
They may have changed the way it works, I only noticed an occasional error pop up:
I'm running dev R0.03 currently. But, I only really noticed the error when I changed the possible spawn height from 128 to 256 in the configuration. It still seems to spawn bosses as it should, and I haven't had any reports on the server of an issue.
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Posted Mar 16, 2012@Dysphorick
Yes I was aware of that, they shoot from far away so the 16 blocks limit isn't enough for them. This "security" was in place because monsters doesn't attack you when you damage them from beyond this distance, and there is nothing in bukkit to force a monster to attack a player no matter their relative position. As for an update, well, I'm taking a break, so not anytime soon (unless a recommanded build is released).
@OriginalMadman
Well, first of all, I do not support dev builds. Secondly, there is absolutely no reason for it to eat all your CPU, it just can't happen unless Bukkit spams events.
But I was curious, so I just tested the last dev build... And one major problem is that LivingEntity.damage(amount, source) seems to trigger a new event every time it's called. It never worked this way, so either it's a bug or they changed their politics. Since they don't communicate there is no way for me to know for sure, so I'll do nothing. I'm almost sure it's a bug (or they overlooked something) since LivingEntity.damage(amount) still works like before.
Honestly you should stick with the beta builds.
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Posted Mar 16, 2012Love the plugin, but lately Likeaboss has been buggin' a lot. Even wiped config and run with default - no help. It eats up all cpu to 100% too (proved in examine)... Please look into compatibility with R0.3
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Posted Mar 15, 2012@ezbik
I did some test and the flame effect is the one that looks the best, and as you said I prefer to keep the smoke / potion swirls for abilities :p
@Dysphorick
1- Because currently this announcement has a range (that isn't configurable).
2- None yet.
3- Unfortunately no, Bukkit is pretty restrictive with effects :/
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Posted Mar 8, 2012@bm01
It addition to abilities, could you possibly add different mob visual effects besides the (admittedly cool) mob flames to specific mobs? Like the Enderman particle effect, potion swirls, or maybe even the snow trail effect from snowmen?
I think silverfish would make for some good minions...or a boss mob that if you are within a certain radius, it strikes you with lightning every X amount of seconds. Better yet, have them emit potion effect aura's (i.e. A boss mob that when you are within X amount of blocks, you move slowly, or your hunger depletes rapidly).
Just some ideas, awesome plugin!