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Monster System ​

MonsterPlus

I. Temporary Monster Spawn Feature ​

Step 1: Select the monster type to spawn via command

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Step 2: Select the quantity of monsters to spawn via command

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II. Monster Template Configuration Feature (mobs) ​

Configuration folder location: mobs

Used to define monster basic abilities

Configuration Example ​

yaml
# This is a template example file (mobs)
# Used to define monster abilities, does not include spawn coordinates and time

# Template key, use pure key (globally unique)
TestTemplate:
  # Monster type
  entityType: ZOMBIE
  # Display name
  displayName: "Test BOSS"
  # LibsDisguises player name disguise
  skinName: ""
  # Drop items
  drops:
    - "DIAMOND: 10: 0.5"
    - "[ITEM]example.yml_woodenSword: 1: 0.5"
  # Skills
  skills:
    - "attackArrow.yml"
    - "attackBlitz.yml"
  # Add extended attributes, supported attribute plugins see buffType in config
  apAttributes:
    - "Physical Damage: 100"
  # Vanilla attributes
  attributes:
    - "GENERIC_SCALE: 1"
  # Whether to disappear when far from player, true = disappear
  removeWhenFarAway: true
  # Spawn notification
  spawnMessages:
    - "${name} has appeared!"
  # Death notification
  deathMessages:
    - '&e-----------------------------------------------------'
    - '&c${name} &7has been defeated'
    - '&7   Top &c1st&7 place: &f${onePlayer} &7dealt &c${oneDamage} &7damage'
    - '&7   Top &62nd&7 place: &f${twoPlayer} &7dealt &6${twoDamage} &7damage'
    - '&7   Top &e3rd&7 place: &f${threePlayer} &7dealt &3${threeDamage} &7damage'
    - '&4Finisher: &f${killer}'
    - '&e-----------------------------------------------------'

Configuration Details ​

1. Basic Configuration ​
  • entityType: Monster type (e.g., ZOMBIE, SKELETON, CREEPER, etc.)
  • displayName: Monster display name, supports color codes
  • skinName: LibsDisguises player name disguise (optional)
2. Drop Configuration (drops) ​

View Loot System

3. Skill Configuration (skills) ​

View Skill System

4. Attribute Configuration ​

apAttributes (Extended Attributes):

attributes (Vanilla Attributes):

  • Uses Minecraft native attribute system
  • Common attribute types:
    • GENERIC_MAX_HEALTH: Max health
    • GENERIC_ATTACK_DAMAGE: Attack damage
    • GENERIC_MOVEMENT_SPEED: Movement speed
    • GENERIC_SCALE: Size scale
    • GENERIC_ARMOR: Armor value
    • For more attributes, refer to the complete list in the item system
5. Behavior Configuration ​
  • removeWhenFarAway: Whether to disappear when far from player
    • true: Disappear
    • false: Remain
6. Message Configuration ​

spawnMessages (Spawn notification):

  • Supports variables: ${name} (monster name)
  • Can configure multiple messages

deathMessages (Death notification):

  • Supports variables:
    • ${name}: Monster name
    • ${onePlayer}, ${twoPlayer}, ${threePlayer}: Top 3 damage players
    • ${oneDamage}, ${twoDamage}, ${threeDamage}: Corresponding damage values
    • ${killer}: Finisher
  • Supports color codes (&+color letter)

Usage Scenarios ​

  1. Dungeon BOSS Battle: Create a powerful BOSS template, combined with the fixed spawn feature in the spawn folder
  2. Event Monsters: Quickly generate monsters with special abilities for server events
  3. Custom Challenge: Design unique monster combinations and drops

Notes ​

  1. mobs templates only define monster abilities, do not include spawn coordinates and time
  2. For fixed spawn points, use in combination with the spawns folder
  3. Template keys must be globally unique and cannot be duplicated
  4. Drop probability range: 0.0-1.0 (0=0%, 1=100%)
  5. Skill files must exist in the skill folder

III. Open World Random Monster Enhancement Feature ​

  • Can specify world to generate monsters of different levels
  • Can customize level bonuses
  • Can customize random equipment generation probability
  • Can customize equipment drop rate
  • Can configure to become stronger the farther from specified location
  • Can generate random skills based on level (1.1.8+)
  • Can generate random drops based on level (1.1.8+)