From bf59ba4d4a81ecbe9d04d908859a4399b897651a Mon Sep 17 00:00:00 2001 From: Auxilor Date: Wed, 28 Sep 2022 16:11:48 +0100 Subject: [PATCH] Improved _example.yml --- .../src/main/resources/bosses/_example.yml | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) diff --git a/eco-core/core-plugin/src/main/resources/bosses/_example.yml b/eco-core/core-plugin/src/main/resources/bosses/_example.yml index 64a9ce1..f31d319 100644 --- a/eco-core/core-plugin/src/main/resources/bosses/_example.yml +++ b/eco-core/core-plugin/src/main/resources/bosses/_example.yml @@ -7,14 +7,20 @@ # A base mob and modifiers # View an explanation for this system here: https://plugins.auxilor.io/all-plugins/the-entity-lookup-system mob: iron_golem attack-damage:90 movement-speed:1.5 follow-range:16 health:1200 + +# If you're using model engine, you can specify the ID here modelEngineID: "" + # Supported placeholders: %health%, %time% (formats as minutes:seconds, eg 1:56) displayName: "&8Steel Golem &7| &c%health%♥ &7| &e%time%" + influence: 40 # The distance at which effects will be applied to players + customai: # Custom mob AI using the entity goal system. enabled: false # If custom AI should be enabled, this will override the vanilla mob behaviour. target-goals: [ ] # How the boss decides who to attack, if the target mode isn't being used. ai-goals: [ ] # How the boss should behave. + effects: # Effects are done from the player's perspective: to treat the player as the victim, use the self_as_victim option in args - id: run_chain args: @@ -23,8 +29,11 @@ effects: # Effects are done from the player's perspective: to treat the player a chance: 20 triggers: - static_20 + conditions: [ ] # Conditions to apply effects to players; useful if you don't want to affect low-level players + lifespan: 120 # The lifespan of the boss before it despawns, in seconds. Set to a massive number to disable. + defence: preventMounts: true # If the boss shouldn't be able to get into boats, minecarts, etc explosionImmune: true # If the boss should be immune to explosions @@ -39,10 +48,12 @@ defence: enabled: true # If the boss should teleport interval: 100 # Ticks between teleportation attempts range: 20 # The range that the boss should check for safe teleportation blocks. + rewards: xp: # Experience will be randomly generated between these values minimum: 30000 maximum: 60000 + topDamagerCommands: # You can specify as many ranks as you want (adding 4, 5, etc) # You can use %player% as a placeholder for the player name @@ -52,28 +63,33 @@ rewards: - eco give %player% 10000 2: [ ] 3: [ ] + nearbyPlayerCommands: # Commands to be executed for all players near the boss death location radius: 10 # Uses the same syntax as top damager commands (chance and a list of commands, can use %player%) commands: [ ] + # You can specify as many drops as you want, and group several drops together under one chance drops: - chance: 100 items: - diamond_sword unbreaking:1 name:"Example Sword" + target: # How the boss should choose which player to attack, choices are: # highest_health, lowest_health, closest, random mode: highest_health # The distance to scan for players range: 40 + bossBar: # If the boss should have a boss bar enabled: true color: white # Options: blue, green, pink, purple, red, white, yellow style: progress # Options: progress, notched_20, notched_12, notched_10, notched_6 radius: 120 # The distance from the boss where the boss bar is visible + spawn: # A list of conditions required for a player to be able to spawn a boss, useful to set # minimum skill levels, etc @@ -112,6 +128,7 @@ spawn: - iron_block - netherite_block - iron_block + commands: # For each category, you can add as many commands as you want, which will be executed by # console. Supported placeholders are the same as for messages (see below) @@ -119,6 +136,7 @@ commands: kill: [ ] despawn: [ ] injure: [ ] + messages: # For each category, you can add as many messages as you want, each with their own radius. # Radius is the distance from the boss where the player will be sent the message