Minibosses
添加可定制的Boss命令
创建和生成:/minibosses create network-id/entityType Name创建一个新怪物:/minibosses spawn Name
移除boss:/minibosses delete Name
列出配置中的怪物:/minibosses list
支持的实体
理论上任何实体,并非所有实体都经过测试配置说明
BossName:network-id: minecraft:player
x: 127.444900 #spawn position x
"y": 4.000000 #spawn position y
z: 160.134600 #spawn position z
world: FLAT
health: 20 #no. of half hearts
range: 10 #no. of blocks to stay in from spawn position, if exceeded will teleport back to spawn and heal to full health
attackDamage: 1 #no. of half hearts
attackRate: 10 #in ticks
speed: 1
drops: 1;0;1;;100 2;0;1;;50 3;0;1;;25 #in the format: ID;Damage;Count;NBT hex;DropChance(1-100),space separate items
respawnTime: 100 #in ticks
skin: #applicable only to minecraft:player
Name: ""
Data: "" #skin hex
CapeData: "" #skin cape hex
GeometryName: ""
GeometryData: "" #geometry hex/json
heldItem: "276;0;1;" #for display only, in the format: ID;Damage;Count;NBT hex
scale: 1
autoAttack: false #auto attack players when they are in range
width: 1 #before scale is applied
height: 1 #before scale is applied
jumpStrength: 2 #number of blocks to jump
gravity: 0.08 #amount to add to motion y every tick, set to 0 for no gravity
spreadDrops: false #whether to spread out the drops
xpDrop: 0
commands: #commands to execute when killed, command will not execute if player is required but boss is killed by non player damage
- CONSOLE say Hi {PLAYER} {BOSS} #execute as console if prefixed with CONSOLE, {PLAYER} as player name, {BOSS} as boss name
- OP say {BOSS} #temp set player as OP and execute command on behalf of player
- me Hi
projectile: #Boss will always priortize firing projectile over attacking if within range specified below
networkId: minecraft:arrow #any entity except player
fireRangeMin: 5 #fire projectile if target within range Min Max
fireRangeMax: 10
speed: 1
attackRate: 10 #in ticks
attackDamage: 2 #base damage, no. of half hearts, scaled by speed just like any other projectile
explodeRadius: 0 #explodes whenever it hits entity/block if more than 0
explodeDestroyBlocks: false #USE WITH CAUTION
health: 1
canBeAttacked: false #whether the projectile can be hurt and deflected
despawnAfter: 0 #in ticks, 0 = never despawn
gravity: 0.04
armor: #will reduce damage taken
- 310;0;1;0a000000 #ID;Damage;Count;NBT hex
- 299;0;1;0a000000 #ID;Damage;Count;NBT hex
- 300;0;1;0a000000 #ID;Damage;Count;NBT hex
- 301;0;1;0a000000 #ID;Damage;Count;NBT hex
hurtModifiers: #any damage cause (integer, See EntityDamageEvent): multiplier
1: 1 #entity attack: no change
2: 0.2 #projectile: 80% damage reduction
4: 0 #fall damage: negate all
knockbackResistance: 0 #chance of negating knockback 0.00-1.00
topRewards: #starts counting from 0
#top 1
- - item 1;0;1; #ID;Damage;Count;NBT hex
- command CONSOLE say [{BOSS}] Top Damage by {PLAYER}
#top 2
- - item 1;0;1; #ID;Damage;Count;NBT hex
- command CONSOLE say [{BOSS}] Top 2 Damage by {PLAYER}
minions: #minions will inherit data of respective Boss and any data specified below will override inherited data
#minions will disappear once out of range from spawn position or if target lost
- name: BossName #you can use any boss, x,y,z,world will be automatically replaced with random position within spawnRange
spawnInterval: 100 #in ticks
spawnRange: 5 #random position within this range from current Boss position will be selected as spawn position
health: 1 #optional override
speed: 2 #optional override
gravity: 0 #optional override
drops: "" #recommended override, if not minion will drop Boss drops
commands: [] #recommended override, if not minion will execute same commands in Boss
topRewards: [] #recommended override, if not minion will give same rewards as Boss
minions: [] #recommended override to prevent minion spawning minion disaster