✯ Epic Mobs Rework ✯ [1.16+]

MC Plugin ✯ Epic Mobs Rework ✯ [1.16+] 1.0-RC1
Epic Mobs, Custom Spawners, Custom Bosses, Raids! Pre-Made mobs and more! Free Trial!

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Your server's mobs should be worth fighting.

Epic Mobs Rework is the rebuilt version of Epic Mobs. Same idea, rewritten from the ground up: you take any vanilla entity, give it a name, stats, gear, abilities and a loot table, then tell the plugin where in the world it belongs. It handles the rest.

It is one plugin, it needs nothing else installed, and it runs on Spigot and Paper from 1.16.5 upward with no NMS anywhere in it.

The full feature list, the setup guide and the changelog live here -> Epic Mobs Rework

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BEFORE PURCHASING, PLEASE TRY THE LITE VERSION

There will be no refund once the plugin was bought.
- Before buying, try the Lite version. It is the same plugin with limits on how much you can build, so you can see exactly how it runs on your server before you spend anything.
- Note that this plugin is not available on Aternos.
- I have provided a free version for you to try, so please, if you bought the plugin, don't ask for a refund just because you can't download the resource. You can always DM me any time if you have any issues.

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Mobs you actually design

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A mob is not a health number with a fancy name. It is a set of decisions:

- Any vanilla entity as the base, from a bee to a warden
- Health, damage and resistance tracked by the plugin, so a zombie can carry ten thousand hit points without touching a single attribute
- Six tiers that set the shape of a fight and gate what shows up in a raid
- Equipment that the mob actually wears and uses, loaded straight out of a chest
- Potion effects, auras and particle trails, so a mob reads as dangerous before it reaches you
- Summons, on a timer or on death, so killing one thing is not always the end of it

Build one in chat with /ep create mob, or open the editor and click it together.

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Abilities, not bigger numbers

Every ability has a trigger, a radius, a cooldown and a telegraph. The telegraph is the part that matters: a particle and a sound land a moment before the effect does, so a player can move, block or run. That is the difference between a boss fight and a tax on your health bar.

- On interval for the steady pressure. Frost novas, expanding rings of fire, stacking slows
- On hit and on hurt for the reaction. Reflecting damage, healing off what it deals, knocking a weapon out of a hand
- On low health for the turn. Enrage, call the pack in, open the last phase
- On spawn, on death, on kill for everything else

20+ abilities are written and ready to use. Write your own in abilities.yml, chain several effects into one, and scale any of them off the mob's own stats or the number of players standing in front of it.

Bosses change as they die. Set phase thresholds and a boss picks up new abilities on the way down, gets an entrance line, a moment of immunity while it transitions, and a boss bar that changes colour so the whole server can see what just happened.

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Companions that fight for you

Any Epic Mob can be built as a companion instead of an enemy. Players claim one, it follows them, fights what they fight, never hits them or their allies, and levels up as they play, unlocking abilities as it goes.

Death puts a companion on cooldown rather than deleting it, unless you want the hardcore version, in which case you can have that too. Give it a saddle and it becomes a mount.

The same machinery runs guardians, mobs that hunt hostile mobs and ignore players, so you can post real defenders around a town, and escorts, friendly mobs with somewhere to be that players have to keep alive.

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Decide where they live

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Six ways a mob reaches the world:

- Natural spawning near players, on conditions you set
- Spawn eggs and custom spawner blocks you place yourself
- Timed triggers at a location, which fire only while somebody is close enough to see them
- Raids and arenas, as scripted waves
- Replacing a vanilla mob as it spawns, which is the cheapest option and gives the most natural spread
- Commands and the developer API

Conditions go well past biome and time of day: height band, light level, weather, moon phase, distance from spawn, how many of that mob are already nearby, and a per-player cooldown so nobody gets the same ambush twice in a row.

And there is a spawn budget. A hard ceiling on mobs per world and per chunk, plus a millisecond budget for the location search itself. The old plugin could spend a very long tick looking for somewhere to put a wolf. This one cannot, by construction.

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Raids, arenas and packs

A raid is a server event with a place, waves, a kill goal and a boss on the last wave. The kill goal is split across the waves, so wave two does not begin until the players have finished wave one, and the fight is kept topped up in front of them instead of trickling in from wherever. Rewards go to the people who earned them: top damage, most kills, and everyone who showed up. Schedule them for your peak hours instead of at four in the morning.

Pick where a raid happens: around whoever is online, at a fixed point, at world spawn, pinned to one player's base so they have to stand and hold it, or global, where there is no defender at all and everybody on the server is in it wherever they are standing. Pick when as well: a raid can wait for nightfall, which matters when it is built out of spiders, and a raid can belong to the Nether or the End instead of the overworld. A dimension raids on its own schedule, only the players in it are in the fight, and its clock stops while nobody is there, so ducking back through the portal for supplies never costs anybody the raid. Build the whole thing in a GUI: goal, waves, mobs, anchor, boss and prizes, with a live preview and a test-run button.

An arena is a region, a list of waves, and a lockout so the same party cannot farm it. Stand in one corner, stand in the other, name it, and you have an arena: no coordinates to type and no file to open unless you want to.

A pack is a group that spawns together with a leader, a formation, and a buff the leader gives the rest. Kill the alpha and the pack scatters, or enrages, or promotes a new one. Your call.

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Loot worth the fight

Weighted tables, not a list of coin flips. Guaranteed drops, weighted entries, a roll count, and amount ranges. Conditions on top: a permission multiplier, a minimum damage share to qualify.

Rewards are shared by damage dealt, not handed to whoever landed the last hit. XP levels, money, or both, and a mob can pay out in more than one currency at once.

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Optional: Custom Enchantments 3

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If you also run Custom Enchantments 3, the two plugins meet in four places:

- Mobs use CE3 enchantments. Put an enchanted weapon in a mob's hands and it triggers what is on it. Bleed, Light Spirit, Execute, Wind Strike, Dragon Breath. Armor enchantments work too, so Tank, Regain and Poisonous Thorns all mean something on a boss. You choose which enchantments a mob is allowed to use and how hard they hit, because a mob with a maxed Soul Eater is not a fight
- Your enchantments work on them. Epic Mobs no longer swallow the damage event, so every CE3 weapon, wand and bow behaves against an Epic Mob exactly as it does against anything else
- CE3 loot. Drop treasure items by rarity, or specific enchantment books, straight off a mob
- CE3 currency. Pay kill rewards in RACO, drawn from CE3's own capped supply rather than minted, so nothing here can inflate your economy
- CE3 protected boundaries keep Epic Mobs out of your spawn and your builds

You do not need it. Epic Mobs Rework is completely standalone and runs exactly the same without it.

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Optional: Kumandra's Economy

Kill rewards go straight into the Kd wallet, tagged so they read correctly in the player's transaction history instead of appearing from nowhere. A player who logs out halfway through a boss fight still gets paid.

Because a mob can name more than one currency, you can pay Kd, pay RACO, pay both, or let each player pick which one they want with /ep wallet.

Vault is supported as well, with whatever economy you have behind it, and the plugin picks a provider in an order you set rather than guessing.

Missing any of these, or running an older version of one? The integration just stays off. Nothing breaks, nothing throws, and /ep info tells you exactly which ones are hooked.

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Set up in config.yml, not in the source

- Every number the plugin uses is in a file. Spawn rates, intervals, ranges, drop chances, ability radii, regen, the raid tier table, the despawn sweep, all of it
- One readable file per mob, so you can edit one in a text editor, share it, or put it in git
- Bad values are caught on load and told to you by name, with the default they fell back to. They do not silently become zero
- Boot validation warns you about a mob pointing at an ability, biome, entity or summon that does not exist, instead of failing quietly the first time it tries to spawn
- /ep reload reloads everything, config included, and tells you what changed
- An update rewrites config.yml with new keys, keeps your values, and saves the old file as config.yml.old
- /ep timings shows you exactly where the plugin is spending its tick

Coming from the old Epic Mobs? Your mob definitions, raids, spawners and loot are converted on first start. Nothing is deleted.

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Compatibility

- Spigot and Paper, 1.16.5 and upward. New Minecraft versions are supported as they land
- No NMS anywhere in the plugin, and no version-locked build. One jar, every supported version
- No other plugins required. Custom Enchantments 3, Kumandra's Economy, Vault, WorldGuard and PlaceholderAPI are all optional and all detected automatically
- Restrict it to specific worlds, or leave the world list empty and run it everywhere
- Region protection works with WorldGuard, with CE3 boundaries, or with the plugin's own regions if you have neither

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/ep create mob - build a new Epic Mob
/ep create raid - build a raid
/ep create trigger [delay] [radius] [mob] - place a timed spawn trigger
/ep create remove_trigger [mob] - remove one
/ep editor - open the mob editor
/ep modify edit [mob] - change a mob in chat
/ep modify delete [mob] - remove a mob
/ep summon [mob] - spawn one where you are standing
/ep spawneggs - open the spawn egg menu
/ep spawners - open the spawner menu
/ep editor raid - open the raid editor
/ep raid start|stop|list - drive a raid by hand
/ep arena pos1|pos2|create - mark a room and make it an arena
/ep arena list|info|start|stop - drive an arena by hand
/ep companion - claim and command your companion
/ep codex - your record of what you have killed
/ep wallet - choose which currency your rewards are paid in
/ep info - plugin settings, edition, and which integrations are hooked
/ep info [mob] - what is publicly known about a mob
/ep timings - where the plugin is spending its time
/ep debug [category] - turn on verbose logging for one area
/ep reload - reload every config
/ep clear - remove every Epic Mob in the world
shanruto
Author shanruto
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