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 Apr 23, 2012@bm01
Can't wait for mininions :P
So true. Glad you came with these abilities :-)
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Posted Apr 22, 2012About Heroes or any other mod support, don't except it soon, I've a lot of (more fun) things to add before :D
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Posted Apr 22, 2012@Megalanias
About abilities, I've already created the foundations and added two of them. ISo I guess the next version will have minions, I just have to think how customizable it should be and avoid to spawn them in walls.
Abilities will be very flexible, you will be able to create more than one ability of each type. Here's an example:
This is just an example, there will be more field to fill depending on the type of the ability (here Probability means "on each hit"). You will have to give a name to your abilities, here I chose AP25 AP50 and KB2, but you can use anything you want. Unlike the roll and drop names, these will actually be used in the world config file, here's how:
Edit: You'll also be able to specify a chance of attribution, AP25:25.0 for example means that a boss of this type will have 25% chance to have this ability.
I think it will be pretty cool :) Note that giving more than one ArmorPierce to a boss doesn't work well, because of the calculation used. I'll see if I can do something about that.
About those two abilities:
And that's it. Minions will be added next. You can except it in, I don't know, maybe one week, probably sooner.
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Posted Apr 22, 2012Is there already a date when we could exspect the minion thing ? would love to have them, because one zombie vs. 3 players, the zombie will be finished easily, even with more hp, the players would be tricking him and kill him way too easy, but with respawning waves of minions, this is what i would call a true challenge ! :D p.s.: Could you add support for heroes and MobBountyreloaded ? :)
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Posted Apr 19, 2012@bm01
Take the time you need :-) The Mod is great for now and I'm already having some trouble re-making my highscores, so, I'll don't add anything for now ^.^"
Again, awesome work.
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Posted Apr 19, 2012Just noticed that the scheduleAsyncRepeatingTask method from Bukkit actually creates a new thread every X ticks and destroys it once the task is over, which isn't efficient at all for a short task (specially with Java). Also it can re-launch the task even if it's still running :o
I'll use a thread pool from now (this to be more accurate). If you're short on memory you might see a little improvement once it's done.
@Lumireaver Potion effects can be easily added so yeah :)
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Posted Apr 19, 2012@bm01
Nice. Minions would definitely add some challenge as lone zombies can be pretty easily picked off regardless of how much extra HP they're given. Would potion effects (haste, or regeneration buffs..slow or poison status...or just slow moving bosses to create that slow-moving colossus effect) be included in this list of abilities?
Yeah, as I understand it making bosses immune to environmental fire ticks makes them immune to sunlight (right?), so making them only able to wander around at night lets you keep environmental fire immunity while keeping boss danger in the night hours. I may have just misunderstood the way you've set up the config though. If so, never mind then. :|
Thanks for the quick response. I'd love to see multiple bosses of the same type. Another feature that might be neat, if possible would me biome based boss selection. If you, for example, made a series of poison bosses, and fire element bosses, you could limit them to spawn in swamps and deserts respectively. :]
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Posted Apr 19, 2012@Gidedin
1° Actually I already had this in mind, MySql would be faster, safer and easier to edit / extend than using a plain text file. Even now the leaderboard starts to be too slow for my tastes when there is more than 500 records inside. As you said MySql is the best bet to have detailed stats (deaths, drops, dates), but don't expect it soon :(
2° Nice idea, but currently my config file (or even my mod) doesn't allow to have more than one boss of each type. Adding names would be great if it was possible to have two skeleton bosses for example.
For now the config file looks like this:
But eventually it could end to be like that:
Color tags can be added to the name directly, as for messages in the global config file.
Another solution:
Note that I don't know much about YAML, there may be a better way to do it.
3° It's Name : LabViewerState : LabIgnoreState : then EntityId : NumberOfKills :
You can find the list of IDs there.
@Lumireaver
I plan to add abilities, one of them would be "minions".
Boss only at night, yeah why not, but should they despawn at dawn?
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Posted Apr 18, 2012Ten out of ten, good Sir.
If we could configure a boss to spawn with a group of normal mobs too, and only at night, that'd be fantastic. :]
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Posted Apr 17, 2012@bm01
I have only one thing to say: This Mod is awesome! It just gave another reason for my players to play together! No more players soloing dungeons. I've made the Mobs 4 times stronger then it was in your Mod and two special ones for events.
And, I've some suggestions:
First Things First
Can you make it record somewhere (Preferable in a MySQL database) Who killed who? Like:
If File
[2012-04-17 08:06] %Player% killed a %Boss%.
[2012-04-17 08:06] %Player% was killed by %Boss%.
IF MySQL
Table with the following Sintax:
Still on MySQL, you could have a Players table shoing how much health a player have done/taken in total (or by Boss), total kills, total deaths and a possible current streak (how many kills without deaths).
It would give me a whole new way to control the Player of the Week and Highscores on my Website.
Second
Custom Names for Bosses! That would be just awesome! So far, I can only receive in chat: %Player% just found a General Mob.
Would be cool if it could be changed to: %Player% just found a %BossName%!
I've made some bosses away rarer then others, with loot being impressive for those. Would be awesome for the entire server to work together when that boss is found.
I would love to have names like:
Maybe even a custom color for each mob?
BossColor=&4Third
What means each field in Players.dat archive?
I've this so far:
I want to use it while there is no MySQL or any other thing to control some points to my Highscore, so, I need to know what means every field and what are the Entity_Data possibles like, if 62 means Skeleton Boss and so on.
That is it
:P
I know I've said alot! But it'll make the plugin away more enjoyable then it's now.
If you could implement that, it would be just awesome.
Thank you for this mod! Very good job.
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Posted Apr 17, 2012@BlueRedux
Yeah, I noticed that happening even against normal monsters, I'm not sure if it's because of Minecraft 1.2.5 or CraftBukkit. I'll see what I can do.
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Posted Apr 17, 2012Please make it so the mob changes it's target to whoever hit it. I've set them to be really strong so it takes teams to kill them but if a mob locks onto one player it won't attack any others, which can be exploited easily.
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Posted Apr 16, 2012I've just re-uploaded the v1.5.0 because of two little bugs, a ConcurrentModificationException thrown by DrawBossEffect.java and boss immunities that weren't read. If you have one of these issues please re-download the file.
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Posted Apr 2, 2012@narical
You're right, BloodMoon disables almost every boss, and I know why.
BloodMoon needs more control on entities, so every time an entity spawns, it removes and replaces it with a "home made" one, having the "SpawnReason.CUSTOM" state. The problem comes from the fact that now Likeaboss ignore this state, because of compatibility issues (how ironic). It worked previously because Likeaboss gave a chance to these "home made" entities to become boss, in fact the calculation was done twice, once for the original entity and once for the "home made" one. But like I said, this is no longer the case.
I'll inform BloodMoon author of this issue but I don't know if we will find a solution.
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Posted Apr 2, 2012@bm01
I know it's tricky. May be give it a try? I think trouble rather in bloodmoon code, not yours. I tested it a litlle: some mobs in fact became bosses, but after some time reverted to "normal" state. When you spawn a boss by command, it's boss only for 1-3 seconds.
I mean try to talk with bloodmoon plugin author, may be problem isn't so big. Or just mark "likeaboss" as incompatible with "bloodmoon")))))
Just want to say they were compatible when I used 1.1-R3 bukkit.
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Posted Apr 1, 2012@narical
Indeed, but it's a little tricky to get two mods like these to work together, we both have our own "health bar" for entities because Bukkit doesn't allow us to directly modify their max amount :/
It requires some work on both side to make it work. But honestly there is so many mods that alter entities health, it would be endless.
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Posted Apr 1, 2012"Like a boss" mod conflicts with "Bloodmoon" (( I would be better if they were cumulative - 2x HP boss monster stacks with 2x HP modifier by Blood Moon and became 4x HP monster, and similar with XP )
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Posted Apr 1, 2012@Piginabag
What's your CraftBukkit and Likeaboss version? v1.4.2 only works with a few 1.2.3-R0.3 dev builds and with 1.2.4-R1.0 (and maybe latter). What you're describing can happen if you use an older CraftBukkit build (i.e. the entity doesn't die but disappears).
Just in case I tested multiple value for the health multiplier (<1, 1 and >1), and it works for me. Also, drops config cannot be the cause as long as you don't have any error in the logs.
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Posted Apr 1, 2012I can't seem to get the bosses to drop anything. The bosses just stop moving and disappear when they die. Could you post a drop a correctly configured drop config?
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Posted Mar 30, 2012@Piginabag
I guess it depends on which mod has priority, eEither both multiplier will be used, or only mine.
It will be a problem for health multiplier too, against boss only my multiplier will be used, I think.