Creating Bosses
Creating custom bosses
Before you begin
Where do boss files go?
Boss files go into the configuration folder ~/plugins/EliteMobs/custombosses.
It is possible to create subfolders, such as ~/plugins/EliteMobs/custombosses/mybosses. This is recommended to keep things organized.
One file defines one boss, though it is possible to spawn the same boss several times and even set several spawn locations for the same boss file.
It is possible to use the webapp to quickly and easily create custom bosses and more.
Smallest possible configuration
The smallest possible configuration file for a Custom Boss is:
Note how this is just an empty file. This will still spawn a zombie custom boss with a custom name, as those are the defaults. Everything in this page is optional!
Example boss
Let's take a look at an example of what a boss file looks like.
Example
isEnabled: true
entityType: ZOMBIE
name: '&eTest boss'
level: dynamic
timeout: 10
isPersistent: false
healthMultiplier: 2.0
damageMultiplier: 0.5
helmet: GOLDEN_HELMET
chestplate: IRON_CHESTPLATE
leggings: LEATHER_LEGGINGS
boots: CHAINMAIL_BOOTS
mainHand: GOLDEN_AXE
offHand: SHIELD
isBaby: false
powers:
- invulnerability_knockback.yml
spawnMessage: A test boss has been spawned!
deathMessage: A test boss has been slain by $players!
escapeMessage: A test boss entity has escaped!
locationMessage: 'Test entity: $location'
uniqueLootList:
- magmaguys_toothpick.yml:1
dropsEliteMobsLoot: true
dropsVanillaLoot: true
trails:
- BARRIER
onDamageMessages:
- "I've hit you!"
onDamagedMessages:
- "I've been hit!"
Basic settings
isEnabled
Sets if the boss is enabled.
| Key | Values | Default |
|---|---|---|
isEnabled | true / false | true |
Example
isEnabled: true
entityType
Sets the entity type of the boss.
| Key | Values | Default |
|---|---|---|
entityType | Pick from here. Value must also be present in folder ~plugins/EliteMobs/mobproperties. | ZOMBIE |
Magma Cubes and Slimes
Since these entity types do not attack players directly, but instead deal damage through contact, this can result in large bursts of damage in a short time. Because of this, we generally do not recommend using them as Elite mobs frequently. However, if you still wish to use them, we suggest setting damageMultiplier to around 0.1.
We also recommend using the following EliteScript to prevent Magma Cubes or Slimes from stun-locking players:
eliteScript:
NerfDamage:
Events:
- ZoneEnterEvent
- ZoneLeaveEvent
Zone:
shape: SPHERE
radius: 1
Target:
targetType: SELF
Actions:
- action: SET_MOB_AI
Target:
targetType: SELF
bValue: false
duration: 10
Example
entityType: ZOMBIE
name
Sets the name of the boss.
| Key | Values | Default |
|---|---|---|
name | String, accepts color codes and the placeholders listed below | "Default Name" |
Example
name: "$normalLevel &cCool boss!"

If you wish to include the boss level in their name field, simply use one of the following placeholders.
| Placeholder | Description | Example | Output (for a level 10 boss) |
|---|---|---|---|
$level | Replaces with the level | "$level Cool boss" | 10 Cool boss |
$normalLevel | Replaces with the level, made for normal mobs | "$normalLevel Cool boss" | [10] Cool boss |
$minibossLevel | Replaces with the level, made for minibosses | "$minibossLevel Cool boss" | 〖10〗 Cool boss |
$bossLevel | Replaces with the level, made for bosses | "$bossLevel Cool boss" | 『10』 Cool boss |
$reinforcementLevel | Replaces with the level, made for reinforcements | "$reinforcementLevel Cool boss" | 〔10〕 Cool Boss |
$eventBossLevel | Replaces with the level, made for event bosses | "$eventBossLevel Cool boss" | 「10」 Cool boss |
Example
name: "$normalLevel &cCool boss!"

level
Sets the level of the boss.
| Key | Values | Default |
|---|---|---|
level | Positive Integer numbers or dynamic | dynamic |
dynamic is used for events and adjusts to the level of nearby players at the time of the boss spawn.
It is not recommended for regional bosses.
Example
level: 1
scale
Sets the scale (size) of the boss.
| Key | Values | Default |
|---|---|---|
scale | Multiplier | 1.0 |
When scaling, 1.0 represents the default size. To make the entity larger, increase the value (e.g., 1.2). To make the entity smaller, decrease the value (e.g., 0.8).
Example
scale: 1.2
bossType
Sets what type the boss is. This is used to display boss health bars and other features.
| Key | Values | Default |
|---|---|---|
bossType | NORMAL, MINIBOSS, BOSS, REINFORCEMENT, EVENT | NORMAL |
MINIBOSS, BOSS, EVENT will make the plugin display health bars when players are fighting these boss types.
Note: REINFORCEMENT is typically auto-assigned to summoned reinforcement mobs but can be manually set if needed.
Example
bossType: MINIBOSS
silent
Sets if the boss sounds should be muted.
| Key | Values | Default |
|---|---|---|
silent | Boolean | false |
When set to true, this option mutes all default Minecraft mob sounds, causing the boss to produce no sounds at all.
Example
silent: true
healthMultiplier
Sets the health of the boss. The value of this setting also determines the type of health bar displayed during the fight. Higher values will show a mini-boss or full boss health bar.
| Key | Values | Default |
|---|---|---|
healthMultiplier | Multiplier | 1.0 |
Example
healthMultiplier: 1.5
damageMultiplier
Sets the damage multiplier of the boss.
| Key | Values | Default |
|---|---|---|
damageMultiplier | Multiplier | 1.0 |
Example
damageMultiplier: 1.5
isBaby
Sets if the boss uses the baby variant of the mob. Can only be applied to mobs with baby variants. If you would like to disguise the boss but would like it to also remain a baby while in disguise (make sure the disguise entity also supports the baby variant) you can use this setting:
disguise: HOGLIN:baby
| Key | Values | Default |
|---|---|---|
isBaby | true / false | false |
Example
isBaby: true
helmet/chestplate/leggings/boots/mainhand/offhand
Sets the armor of the boss. Not all minecraft models are able to show armor. Boss armor is purely cosmetic and does not affect gameplay.
| Key | Values | Default |
|---|---|---|
helmet | Material, UUID | none |
chestplate | Material | none |
leggings | Material | none |
boots | Material | none |
mainHand | Material | none |
offHand | Material | none |
Note: This field also lets you set custom models for items. To set the custom model ID, add the ID after the material type following this format: ITEM_MATERIAL:ID. Example: DIAMOND_SWORD:1 sets the boss to wear a diamond sword with the custom model #1 in your texture pack.
Note 2: This field also lets you set custom leather colors with the format ITEM_MATERIAL:CODE where the code is the hexadecimal representation of the color. Example: LEATHER_LEGGINGS:ffa500 would create orange leggings. You can use hex codes, just remove the # from the hex code. You can get hex codes from here.
Note 3: The helmet field also lets you set mob helmets to be player heads. Simply get the UUID of the player head you would like to use and type it into the helmet field. The player needs to be online for this to work or the head will default to a generic MineCraft head. You can get player UUID's from here.
Example
helmet: 198c4123-cafc-45df-ba79-02a421eb8ce7
chestplate: DIAMOND_CHESTPLATE:1
leggings: LEATHER_LEGGINGS:ffa500
boots: NETHERITE_BOOTS
mainHand: DIAMOND_SWORD
offHand: SHIELD

powers
Sets the powers the boss has.
| Key | Values | Default |
|---|---|---|
powers | Refer to the list below | none |
Example
powers:
- hyper_loot.yml
- attack_arrow.yml
Note: You can check out this page if you want to see a list of premade powers that you can use.
Intermediate configuration - Spawning reinforcements
Reinforcements also go into the powers category, using the following settings:
Note: Reinforcements are configured within the powers section of your boss configuration file, not as a separate section.
Reinforcement settings
| Key | Description | Values | Default |
|---|---|---|---|
summonType | What triggers the reinforcement spawn. Mandatory. | Refer to the list below | none |
filename | Filename of the boss to spawn as a reinforcement. Mandatory. | String | none |
chance | Chance of the reinforcement spawning. Optional. | Double | 1.0 |
amount | Sets the amount of reinforcements to spawn. Optional. | Integer | 1 |
inheritAggro | Makes the reinforcement inherit the aggro from the boss. Optional. | true / false | false |
spawnNearby | Makes the reinforcements spawn in a 30 block radius from the boss. Optional. | true / false | false |
inheritLevel | Makes the reinforcement inherit the level of the boss. Optional | true / false | false |
customSpawn | Makes the reinforcement spawn using the custom spawn system. Only used for summonType: GLOBAL | ||
location | Spawn location. Optional. | world_name,x,y,z or x,y,z for a location relative to the boss. The offset is relative to the spawn location for regional bosses. You can also use same_as_boss to make reinforcements spawn in the same world as the boss. | none |
lightningRod | Special setting for summonType: ON_COMBAT_ENTER_PLACE_CRYSTAL. Makes end crystals spawn lightning around them. Optional. | true / false | none |
Summon types set the conditions for the reinforcements spawning. The following is a list of the valid summon types:
Summon types
| Value | Description |
|---|---|
ONCE | Only spawns the reinforcements once, the first time the boss is damaged. |
ON_HIT | Spawns the reinforcements on hit. |
ON_COMBAT_ENTER | Spawns the reinforcements when the boss enters combat. |
ON_DEATH | Spawns reinforcements when the boss dies. |
GLOBAL | Spawns a reinforcement for every online player. Requires the customSpawn key to have a valid custom spawn set. |
ON_COMBAT_ENTER_PLACE_CRYSTAL | Places end crystal reinforcements on combat enter, only for use with custom dragon fights. |
Note that it is also possible to spawn reinforcements through Elite Scripts, so there are more customizable ways of spawning reinforcements.
Example
powers:
- summonType: ON_COMBAT_ENTER
filename: test_boss.yml
chance: 0.5
amount: 5
inheritAggro: true
spawnNearby: true
inheritLevel: true
customSpawn: false
location: same_as_boss,10,20,30
lightningRod: false
Expert configuration - Creating your own powers
It is possible to create your own powers, either on the boss file itself or as a new configuration file in the powers folder. You can learn more about that here.
Note: You can also define boss behaviors directly in the boss configuration file using the eliteScript field. For complete documentation on using Elite Scripts, see the powers guide.
Limiting powers based on instanced dungeon difficulty
Instanced dungeons can have difficulty settings, and it is possible to make it so a specific power is only enabled for specific difficulties.
Limiting power options
This will only apply to instanced dungeons.
Example
powers:
- filename: movement_speed.yml
difficultyID:
- myDifficultyName1
- myDifficultyName2
- myDifficultyName3
spawnMessage
Sets the message to send when the boss spawns. Requires setting up the announcementPriority.
| Key | Values | Default |
|---|---|---|
spawnMessage | Strings and color codes | none |
Example
announcementPriority: 3
spawnMessage: I rise once more!
deathMessages
Sets the list of messages to send when the boss dies. Requires setting up the announcementPriority.
| Key | Values | Default |
|---|---|---|
deathMessages | Strings, color codes and the placeholders below | none |
Example
announcementPriority: 3
deathMessages:
- '&e&l---------------------------------------------'
- '&4The Test Boss has been killed!'
- '&c&l 1st Damager: $damager1name &cwith $damager1damage damage!'
- '&6&l 2nd Damager: $damager2name &6with $damager2damage damage!'
- '&e&l 3rd Damager: $damager3name &ewith $damager3damage damage!'
- '&4Slayers: $players'
- '&e&l---------------------------------------------'

Death messages use the following placeholders:
Placeholders
| Value | Description |
|---|---|
$damager1name | The name of the top damager |
$damager2name | The name of the second top damager |
$damager3name | The name of the third top damager |
$damager1damage | The damage amount of the top damager |
$damager2damage | The damage amount of second top damager |
$damager3damage | The damage amount of the third top damager |
$players | Displays a list of all damagers |
onKillMessage
Sets the message to send when the boss kills a player. Requires setting up the announcementPriority.
| Key | Values | Default |
|---|---|---|
onKillMessage | Strings and color codes | none |
Example
announcementPriority: 3
onKillMessage: I win, you lose!
slimeSize
Sets the size of the slime boss, but only works for Slimes and Magmacubes.
| Key | Values | Default |
|---|---|---|
slimeSize | Integer | 4 |
Example
slimeSize: 5
neutral
Sets if the boss will spawn as neutral or not. This only applies to entity types that can be neutral such as Wolves or Iron Golems.
| Key | Values | Default |
|---|---|---|
neutral | Boolean | false |
Example
neutral: true
Advanced settings
timeout
Sets the amount of time, in minutes, before the Custom Boss despawns.
| Key | Values | Default |
|---|---|---|
timeout | Time (in minutes) Integer | 0 |
Example
timeout: 20
Sets the boss to escape after 20 minutes.
isPersistent
Sets if the boss can survive a chunk unload. Only recommended for event bosses due to potential performance impact from persistent chunk loading and entity tracking across server restarts.
| Key | Values | Default |
|---|---|---|
isPersistent | true / false | false |
Example
Example:
isPersistent: true
damageModifiers
Sets weapons that bosses can be strong or weak against.
| Key | Values | Default |
|---|---|---|
damageModifiers | Material | none |
Example
damageModifiers:
- material:DIAMOND_SWORD,multiplier:0.8
- material:TRIDENT,multiplier:2.0
In this example, bosses will only take 80% damage from diamond swords (or 20% less), but will take 200% damage from tridents (or 2x more).
normalizedCombat
Modifies the boss' damage and max health to match the values of the normalized entity in ~/plugins/EliteMobs/mobproperties. This is the default for regional bosses to guarantee a smooth difficulty curve.
| Key | Values | Default |
|---|---|---|
normalizedCombat | true / false | false |
Example
Example:
normalizedCombat: true
escapeMessage
Sets the message that gets broadcasted to players when the boss escapes through the timeout mechanic. Requires announcementPriority to be configured.
| Key | Values | Default |
|---|---|---|
escapeMessage | String | none |
Example
announcementPriority: 3
timeout: 60
escapeMessage: "Sayonara!"
locationMessage
Sets the message show in the boss bar. This is used to track both Custom Boss health and its location in the server. Requires the annoucementPriority to be configured.
| Key | Values | Default |
|---|---|---|
locationMessage | String, Color codes and the placeholders listed below | none |
Placeholders:
| Value | Description |
|---|---|
$distance | Gets replaced with the distance the player is from the Custom Boss. This is the preferable option. |
$location | Gets replaced with the x y z location coordinates of the Custom Boss |
Example
announcementPriority: 3
locationMessage: "&4Cool boss: At $location only $distance blocks away!"

This would show something like Cool boss: At 414,55,347 only 10 blocks away!
uniqueLootList
Sets the Custom Items that drop from the boss.
| Key | Values | Default |
|---|---|---|
uniqueLootList | List | none |
Loot entries in the Custom Loot follow the Loot Table format. Info about that here! Take note that some older files might be using outdated loot tables that look different than the example.
Example
uniqueLootList:
- filename: magmaguys_toothpick.yml
chance: 0.02
- minecraft:type=DIAMOND:amount=1:chance=0.9
- SCRAP:level=5-10:amount=10-20:ignorePlayerLevel=false:chance=0.5
- UPGRADE_ITEM:level=5-10:amount=1-2:ignorePlayerLevel=false:chance=0.1
- magmaguys_toothpick.yml:0.5:elitemobs.*
dropsEliteMobsLoot
Sets if the boss will drop EliteMobs loot, excluding items in uniqueLootList. Includes coins.
| Key | Values | Default |
|---|---|---|
dropsEliteMobsLoot | true / false | true |
Recommended to set to false for reinforcement mobs.
Example
dropsEliteMobsLoot: true
dropsVanillaLoot
Sets whether the Custom Boss will drop the vanilla loot usually associated to its vanilla mob type.
| Key | Values | Default |
|---|---|---|
dropsVanillaLoot | true / false | true |
Example
dropsVanillaLoot: true
dropsRandomLoot
Sets whether the Custom Boss will drop procedurally generated loot from EliteMobs. Does not include elite coins.
| Key | Values | Default |
|---|---|---|
dropsRandomLoot | true / false | true |
Example
dropsRandomLoot: true
trails
Sets the trail that the boss leaves behind when moving.
| Key | Values | Default |
|---|---|---|
trails | Particles or item materials | none |
Example
trails:
- CLOUD
onDamageMessages
Sets the message that the Boss Mob displays when they hit a player. This is a list, and the one used is randomized from the list.
| Key | Values | Default |
|---|---|---|
onDamageMessages | List | none |
Example
onDamageMessages:
- "I hit you!"
- "Haha I hit you!"

onDamagedMessages
Sets the message that the Boss Mob displays when damaged by a player. This is a list, and the one used is randomized from the list.
| Key | Values | Default |
|---|---|---|
onDamagedMessages | List | none |
Example
onDamagedMessages:
- "You hit me!"
- "I've been hit!"

mountedEntity
Sets the entity that the boss will mount and ride.
| Key | Values | Default |
|---|---|---|
onDamagedMessages | Filename of the boss to mount or entity type | none |
Don't try to make the boss mount itself.
Example
mountedEntity: wild_wolf.yml

Note: Regional bosses will share their leash with the entity they're mounting, meaning they'll both be dragged back to the spawn location if they exceed the distance allowed by their leash.
announcementPriority
Sets the priority level for announcements. Lower priorities mean no announcements are made, higher priorities can announce not only on chat but also on discord if configured.
| Key | Values | Default |
|---|---|---|
announcementPriority | Integer | 1 |
Here is a list of what the priorities do:
| Value | Description |
|---|---|
0 | The boss will be fully silent, with no announcement messages. |
1 | This is the default. Bosses can send chat messages, on spawn message, on death and escape messages. |
2 | On top of the things in 1, the boss will be set to be trackable by players through the /em menu. |
3 | On top of the things in 2, broadcast messages will be mirrored on Discord if configured. Discord configuration info here. |
Here's an example of a boss that is trackable, is able to send spawn/death/escape messages on chat and on Discord:
Example
announcementPriority: 3
Note: You will have to configure the spawnMessage, deathMessage/deathMessages, escapeMessage for chat and discord announcements and the locationMessage for the tracking feature if you wish to use the corresponding Announcement Priority level.
followDistance
Set the distance at which bosses aggro and enter combat. Measured from the mob itself.
| Key | Values | Default |
|---|---|---|
followDistance | Double | none, uses defaults from Minecraft |
Note 1: Regional bosses have half the followDistance when out of combat. This is so they don't aggro from too far away, which can cause annoying combat issues due to leash constraints.
Note 2: The higher the followDistance, the more intensive on the server CPU the boss becomes. Use carefully and responsibly!
Example
followDistance: 30
Sets a range of 30 blocks where if a player gets within that distance near the boss it will start chasing/attacking the player.
onDeathCommands
Sets the list of commands to run on custom boss death.
| Key | Values | Default |
|---|---|---|
onDeathCommands | List | none |
The list supports the following placeholders:
| Value | Description |
|---|---|
$level | Placeholder for the boss level. |
$name | Placeholder for the boss name. |
$chance=x$ | Makes a command have a chance to run. |
$players | Makes the command run once for every player in the damagers list and replaces each time with the username of a different player on that list. |
$locationX | X coordinate of the boss at the time of death. |
$locationY | Y coordinate of the boss at the time of death. |
$locationZ | Z coordinate of the boss at the time of death. |
$damager1name | Username of the top damager |
$damager2name | Username of the second top damager |
$damager3name | Username of the third top damager |
Take a look at the example below to get a better understanding of how these work.
Example
onDeathCommands:
- "say $players has killed $name! That was level $level!"
- "$chance=0.5$ say What a kill!"

If Player1, Player2 and Player3 all damaged the boss before killing it, this is what the command output will be from console:
say Player1 has killed CustomBossName! That was level X!
say Player2 has killed CustomBossName! That was level X!
say Player3 has killed CustomBossName! That was level X!
Additionally, there is a 50% chance that the following will also be output:
say What a kill!
onSpawnCommands
Sets the list of commands that will run on boss spawn.
| Key | Values | Default |
|---|---|---|
onSpawnCommands | List | none |
This uses the same placeholders as onDeathCommands! Damager placeholders won't apply as there won't be any damagers at this time.
Example
onSpawnCommands:
- say Boss has spawned!

onCombatEnterCommands
Sets the list of commands that will run when the boss enters combat.
| Key | Values | Default |
|---|---|---|
onCombatEnterCommands | List | none |
This uses the same placeholders as onDeathCommands! Damager placeholders won't apply as there won't be any damagers at this time.
Example
onCombatEnterCommands:
- say Boss has entered combat!

onCombatLeaveCommands
Sets the list of commands to run when the boss leaves combat.
| Key | Values | Default |
|---|---|---|
onCombatLeaveCommands | List | none |
This uses the same placeholders as onDeathCommands!
Example
onCombatLeaveCommands:
- say Boss has left combat!

disguise
Sets the LibsDisguises disguise if that plugin is enabled. More info here.
| Key | Values | Default |
|---|---|---|
disguise | String | none |
customDisguiseData | String | none |
Example disguise
disguise: CHICKEN

Example custom disguise
disguise: custom:the_beast_sanctuary_beast
customDisguiseData: player the_beast_sanctuary_beast setskin {"id":"44e6d42b-bd8d-4e48-873b-fae7afed36e4","name":"Unknown","properties":[{"name":"textures","value":"ewogICJ0aW1lc3RhbXAiIDogMTY2NjcwNjYwODA1MCwKICAicHJvZmlsZUlkIiA6ICI3MmY5MTdjNWQyNDU0OTk0YjlmYzQ1YjVhM2YyMjIzMCIsCiAgInByb2ZpbGVOYW1lIiA6ICJUaGF0X0d1eV9Jc19NZSIsCiAgInNpZ25hdHVyZVJlcXVpcmVkIiA6IHRydWUsCiAgInRleHR1cmVzIiA6IHsKICAgICJTS0lOIiA6IHsKICAgICAgInVybCIgOiAiaHR0cDovL3RleHR1cmVzLm1pbmVjcmFmdC5uZXQvdGV4dHVyZS82YmYyMTY4NmM1MGQ1ODhmZmExMDZhZDdjNmViZTk1ZWZiMjE2NDU5ODRjZDFjZWYwODkzNDc4NzMzNmI2YTI3IiwKICAgICAgIm1ldGFkYXRhIiA6IHsKICAgICAgICAibW9kZWwiIDogInNsaW0iCiAgICAgIH0KICAgIH0KICB9Cn0=","signature":"jSsQvpUeWVtyqjtnydPadormkrZLVihetiX4dFQb3+BF/1x6wOgsNKRnnwj6J1mfu2im79LYEJbL+fQ9p1SJIW1uZ6hV7vPSAGUopyXGHNibNXorfV/dGjM77S0t86Jls50XWgJAnLn5RdhQcHahDAHHZ8to6K0HW5gvKKSalR5X/myaiV0E5ujJ+LUFWIiuDmtsmyxTX1zsohyYrVMo/4sD0DpBN+as95wO476gLb5fDTDV569QwExlDOt60W8qSzPw6ncYsOKJIiRE3EddspUm3/NrfDiKApUh8UbzVtwu1XlVAxWNgYN3PkqhWKuE4kvORQuoSJzOgSHkiqdXsQOED2HXfOKdfsnpZUwjepIU5A+/mu0gc3mPQPToKSss2bC1nXn//0bOZZSuQRgTS6PkKDHIQ1nClSZQZlJIsiLmaaN2k1tIHTIlDquKN6G1Ta9c3t6G5kugjqRo78ebbt7l3e0Z3BcdOkuO2WbvBjIg5Uiqyf+cYDZedJ+OEOqL/U6VVlsmbw0rd5deHrbnPn9cRzmWGjrXnxIlAszl+0Uqabj/BrkWcbBCwZJEPaV1hHpC4nJX1m5xvKZHB2Bw0AYWaQ3f3tRBbCA/xqwCS0Px1QohzV0nvtiMbjB38ziT1M5DgLtAVLcHPio7THZMxXAi4IjEIMac9ODbh5OxthA="}],"legacy":false}

Sets a custom disguise from skindex. Check this page to learn how to correctly format this data.
customModel
Sets the custom model to use, if you have a custom model and the FreeMinecraftModels or ModelEngine plugins. More info on making and using custom models here.
| Key | Values | Default |
|---|---|---|
customModel | String | none |
Example
customModel: your_model
customModelMountPointID
Sets the mount point ID for custom models when the boss is mounting or being mounted by another entity.
| Key | Values | Default |
|---|---|---|
customModelMountPointID | String | none |
Example
customModelMountPointID: your_mount_point_id
frozen
Sets if the boss can move. Frozen bosses can still attack.
Note: this might not work on some entities.
| Key | Values | Default |
|---|---|---|
frozen | true / false | false |
Example
frozen: true
song
Sets the music a boss will play, starting when it spawns. Requires the .ogg file for the song to be in the resource pack.
| Key | Values | Default |
|---|---|---|
song | String | none |
Note: The song setting requires followDistance to be set, as followDistance determines the range at which the song starts playing.
Check out the example on how to set the length (milliseconds) of the song.
Example
There are two ways to set up songs. Here is the first one:
song: name=elitemobs:ice_queen.idle length=76370
This will play the song ice_queen.idle for 76370 milliseconds and then loop it. Note that the location of the song is determined by the resource pack.
Here is the second way of setting up songs:
song: name=elitemobs:ice_queen.end_transition length=14328->name=elitemobs:ice_queen.end_loop length=28657
This will play the song ice_queen.end_transition for 14328 milliseconds and then transition to ice_queen.end_loop for 28657 milliseconds and loop the end_loop.
This allows bosses to have an "intro" or "transition" song and then a main track that loops.
cullReinforcements
Sets if the reinforcements of the boss will be removed when the boss dies.
| Key | Values | Default |
|---|---|---|
cullReinforcements | true / false | true |
Example
cullReinforcements: true
movementSpeedAttribute
Sets the movement speed of the boss.
Note: anything beyond 0.36 might be too fast.
| Key | Values | Default |
|---|---|---|
movementSpeedAttribute | Double | none |
Example
movementSpeedAttribute: 0.3
Boss phases
Bosses can have phases that change when the boss reaches a certain percentage of health. When this happens, the boss starts using a different configuration file, meaning that everything about the boss can change, including things like the entity type.
To learn more about boss phases click here.
| Key | Description | Values | Default |
|---|---|---|---|
phases | Sets the phases that the boss will have. Mandatory | List | none |
phaseSpawnLocation | Sets where the phase boss spawns. Optional | String | none |
Example
For this example, we are going to show three different configuration files.
First boss configuration file: phase_1_boss.yml
name: "Phase 1"
entityType: ZOMBIE
phases:
- phase_2_boss.yml:0.60
- phase_3_boss.yml:0.30
Second boss configuration file: phase_2_boss.yml
name: "Phase 2"
entityType: SKELETON
Third boss configuration file: phase_3_boss.yml
name: "Phase 3"
phaseSpawnLocation: same_as_boss,10,64,100,0,0
entityType: RAVAGER
This boss would change to the configuration file phase_2_boss.yml at 60% health, and to the configuration file phase_3_boss.yml at 30% health in the same world as phase 2 and at coordinates x=10, y=64 and z=100. The entity type and name of the boss would also change.
The format for an entry is filename:healthPercentage.
phaseSpawnLocation is optional, if it is not set the boss will change phases where it's standing.
The following things are important to know when designing a phase boss:
- The configuration file for the first phase sets all phases of the boss.
- Threat / damage counted is kept between phases for players.
- Switching phases is based on the percentage of health lost, which is preserved when switching to a different phase. This means increasing or decreasing the healthMultiplier between phases will not heal or damage the boss, it will still switch with the same percentage, but will have more or less health for that phase.
- Phase bosses revert to phase 1 if they go out of combat.
- Phase bosses which are also regional bosses share the same leash radius and timeout mechanic across all phases, and will respawn as the phase 1 boss when the timer is finished.
- The configuration file for the last phase sets the loot for the boss.
- Phases can not be skipped - overkill damage will still make the boss switch phases at the percentage defined.
- Phase bosses that have mounts cease to be mounted when switching phases.
Regional bosses
Regional bosses are a specific type of Custom Bosses that spawn at a specific configured location and are able to respawn at that location after a delay. Additionally, they can have leashes that make sure they stay in a specific zone, among other features.
These are used for all of the dungeon content. To learn more about regional bosses click here.
| Key | Description | Values | Default |
|---|---|---|---|
isRegionalBoss | Sets if the boss is regional. Should be true if you want a regional boss. | true / false | false |
spawnLocation | Sets the spawn locations of the boss. | Add these through the /em addSpawnLocation [filename.yml] command! | none |
spawnCooldown | Sets the respawn cooldown of the boss, in minutes. | Integer | 0 |
leashRadius | Sets the distance the boss can go from its spawn point before getting pulled back. Measured from spawn. | Double | none |
onSpawnBlockStates | Sets the blocks the boss will modify when it spawns. | Check commands below | none |
onRemoveBlockStates | Sets the blocks the boss will modify when it despawns. | Check commands below | none |
As indicated, Regional Bosses can have onSpawnBlockStates and onRemoveBlockStates.
This is a very useful feature for modifying combat arenas during combat, especially when combined with phase switches, as it becomes possible to open and close combat arenas through changing block states.
The format for these is too complex to write manually, so a few commands exist to help you set them up:
| Command | Description |
|---|---|
| /em registerblocks [regional_boss_file.yml] [on_spawn/on_remove] | Starts registering manual block selections for on spawn or on remove block states. |
| /em registerblocksedit [regional_boss_file.yml] [on_spawn/on_remove] | Edits the on spawn or on remove block states. |
| /em registerblocksarea [regional_boss_file.yml] [on_spawn/on_remove] | Allows admins to select large areas of blocks to save as states. |
| /em registerblocksareaedit [regional_boss_file.yml] [on_spawn/on_remove] | Allows admins to edit large areas of blocks to save as states. |
Example use:
Let's say you want to make a fight where a boss spawns in an arena that has an open door, and you want to make it so the door closes when the fight starts and reopens when the fight is over.
To do this, you will need two boss phases and to register three different sets of block states. For this example, I will name these phases phase_1_boss.yml and phase_2_boss.yml respectively.
- Use
/em registerblocks phase_1_boss.yml on_spawnor/em registerblocksedit phase_1_boss.yml on_spawnto register the door blocks in their open state.
This means registering the air blocks. Area selection is recommended here.
This is necessary to make sure that the door is open when the boss spawns so players are guaranteed to have a way in.
- Use
/em registerblocks phase_2_boss.yml on_spawnor/em registerblocksedit phase_2_boss.yml on_spawnto register the door blocks in their closed state.
This means registering the solid blocks of the door that would prevent the player from leaving.
This is necessary to change the door to be solid when the boss enters phase 2, preventing players from leaving.
- Use
/em registerblocks phase_2_boss.yml on_removeor/em registerblocksedit phase_2_boss.yml on_removeto register the door blocks in their open state.
This means registering the same blocks from the first step again (the air blocks).
This is necessary to open the door when the boss dies, allowing players to leave the arena.
alert
Sets whether the boss is alert. By default, Regional Bosses are slowed and have a shorter aggro distance when they are out of combat. This setting prevents Regional Bosses from being slowed and having a shorter aggro distance while outside of combat, so they will always behave the same way in or out of combat.
| Key | Values | Default |
|---|---|---|
alert | Boolean | true |
Example
alert: true
removeAfterDeath
Sets whether the Regional Boss will be permanently deleted after being killed. This is what BetterStructures uses for Shrines, where the Regional Boss is only designed to be fought against once and then never again at that location.
| Key | Values | Default |
|---|---|---|
removeAfterDeath | Boolean | false |
Example
removeAfterDeath: true
Instanced bosses
Instanced bosses are a subtype of Regional Bosses used in Instanced Dungeons.
| Key | Description | Values | Default |
|---|---|---|---|
instanced | Makes the custom boss instanced. Mandatory. | true / false | false |
Setting bosses to instanced is mandatory for instanced dungeons to work correctly. We also recommend removing leashes for any instanced bosses.
Example
instanced: true
