✯ 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!

Release candidate 1.0-RC1

Hi guys. This is Epic Mobs Rework going out for real testing before the 1.0 release.

Everything on the 1.0 feature list is finished and in this build. What it has not had is servers other than mine, and that is exactly the part I cannot do on my own. Both editions are up: the Lite build is free and complete within its limits, and if you can only test one of them, test that one.

Please run it, break it, and tell me what happened. The discussions page is the right place.

Tested on Minecraft 26.2 and 1.21.5, and checked against the 1.16.5 API. Please back up your plugins/EpicMobs folder before updating.

Why a release candidate rather than 1.0
Because two rounds of actually playing it found bugs that nothing else was ever going to, and I would rather a third round happened before the version number stops moving.

Both rounds found the same kind of fault: a subsystem that reported progress it was not making. A raid drew its boss bar, counted its waves up and ran its timer while spawning nothing. An arena did the same. Neither threw an error, neither logged a word, and both looked like they were working right up until you counted the mobs. Those are fixed, and the plugin now says so in the console when a raid or an arena places nothing three times in a row, because the fix for the next one of these is being told about it.

What changed since the internal 1.0 build
Raids are paced by their kill goal. The shipped raid used to reach "wave 4 of 4" about two minutes in with seven of its eighty kills done, because waves ran on a clock and the kill goal was a separate counter. The goal is split across the waves now: eighty kills over four waves is twenty each, and wave two does not start until the first twenty are dead.

Raid mobs come to you. They used to arrive one at a time, hundreds of blocks apart, so defending your base meant leaving it. They arrive in groups now, a kill brings the next one to where the last one died, and a raid without a fixed location follows each player's own position rather than scattering across everywhere they have walked. If you cannot find something, a trail of particles points at the raid mobs you have not fought yet, drawn for you alone, and it stops pointing at anything you have already hit.

A new kind of raid: World Infestation. It happens everywhere at once. There is no defender and no radius, everybody on the server is in it wherever they are standing, and the waves are dealt out around all of you.

Arenas work. They did not before, at all, in any room with a roof on it, and I am sorry about that one. There is also now a way to build one without typing coordinates: stand in one corner, /ep arena pos1, stand in the opposite corner, /ep arena pos2, then /ep arena create <name>.

Twenty mobs ship instead of seven, and everything is rebalanced. The old numbers were brutal: a Frost Wolf had 750 health and hit for 45, which two-shots a player in iron. Everything is tuned so that a player in full iron with an iron sword can beat a low-tier mob one on one with effort, and anything above that wants diamond, potions or friends.

On Lite, those twenty are built in. They do not count against the ten mob definitions Lite lets you write, so you get a working server out of the box and still have all ten to spend on your own ideas. The trade is that Lite cannot delete them. You can edit them all you like, and an edited one is never overwritten.

A raid editor, /ep editor raid, the same GUI the mob editor is.

Tab completion finally handles names with spaces. Type /ep modify delete Crypt, press tab, and you get Warden, Servant and Archer.

The plugin now tells you when there is a new version. It only ever checks. Nothing downloads and nothing replaces the jar; you decide when to restart.

A full command reference ships in the documents folder and is going up on the wiki.

What I would most like tested
In order, these are the three things that need somebody who is not me:

  1. A raid with more than one person in it. The call for help, somebody running in from outside and finding they are in the raid, their kills counting, and the payout at the end. All of that needs two players and has never had them.
  2. An arena, finished. Build a room, pos1, pos2, /ep arena create Test, stand in it with a friend, and see it through to the prizes.
  3. A companion claimed, levelled up, and killed. Riding one works. The rest is untested.
And generally: an older Minecraft version. It is built for 1.16.5 upward and checked against the 1.16.5 API, but 26.2 and 1.21.5 are the only two it has actually run on.

If something breaks
/ep info first: it prints the version, the edition, what loaded and which integrations hooked. Then /ep debug spawn if things are not spawning, which prints the reason for every refusal.

Paste both into the discussions page along with what you were doing. That is genuinely more useful than a description, and it is usually the whole answer.

Known gaps
  • Pack membership, a running raid and a running arena do not survive a server restart
  • Custom Enchantments 3 enchantments on a mob deal damage but do not each behave individually yet; that needs a change on the CE3 side, which is written up and coming
  • Biome #tag spawn conditions parse but cannot work, because Spigot exposes no way to read biome tags. /ep info says so
Update 1.4.13

Modification:
- Spawn restricted areas will now spawn epic mobs
- Removed Epic Mob boss chat spam on restricted areas
- Added compatibility to CE3's [1.0.17c] Protected Boundary
- Added Triggers, it spawns epic mobs at a coordinate with a given time and distance.

command:
delay -> a counter which triggers at time interval
radius -> distance required to trigger from between the player and the trigger location
mob -> epic mob name

/ep create trigger <delay> <radius> <mob> | creates a trigger at player's location (who executes the command)
/ep create remove_trigger <mob>
Note: Triggers won't work if the location is spawn restricted
Update 1.4.12

Modification:

- '/ep reload' will now reload the data contained inside EpicMob.yml
- '/ep clear' will kill all epic mobs in game, except for epic mobs with 'DESPAWN: false' in PersistentData.yml
- Modified chat support to CE3
BugFix:
  • Creeper Keep Spawning after explosion
Modification:
  • Modified all Epic Mobs entities, old data is removed
  • Tier 1 now accepts 5-199 hp
  • Removed all Epic Wolf Entities
Tested on MC 1.19.3 -> (Also tested on 1.16.5 but there might be any issue)
[IMG]
  • Fixed Boss Kill crash/bug
  • Fixed Vault null on creating epic mobs
  • Love
Reactions: SuperTesla
  • Added Epic mob spawn limiter on config.yml
EpicMobSpawnLimiter overrides the NormalMobChances and BossSpawnRate, you can set your own epic mob spawn rates.

(If you cannot find the EpicMobSpawnLimiter in the config.yml, you can manually type it or make a backup of your config.yml and delete the old one, the plugin will generate a new config.yml)
upload_2022-6-30_22-51-55.png
Update 1.4.8
Update 1.4.7
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