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Boss Rules
DepthDrako edited this page Mar 19, 2026
·
2 revisions
Boss rules allow you to transform regular mobs into powerful boss creatures with custom abilities, boss bars, minions, and more!
data/botzmobleveling/mob_levels/bosses/<rulename>.json
{
"enabled": true,
"target_mobs": ["minecraft:zombie"],
"spawn_chance": 0.05,
"structures": [],
"biomes": [],
"display_name": "Boss Zombie",
"tier": 1,
"level": 100,
"ignore_level_cap": true,
"boss_bar": {
"color": "red",
"style": "progress",
"visible": true
},
"size_multiplier": 1.5,
"glow_effect": true,
"glow_color": "red",
"particle_effect": "minecraft:flame",
"immunities": [],
"stat_multipliers": {},
"xp_multiplier": 5.0,
"loot_table": null,
"minions": null
}| Field | Type | Default | Description |
|---|---|---|---|
enabled |
Boolean | true |
Toggle this boss rule on/off |
target_mobs |
Array | [] |
List of mob IDs that can become this boss. Empty = any mob |
spawn_chance |
Double | 0.1 |
Chance (0.0-1.0) for an eligible mob to become this boss |
structures |
Array | [] |
Restrict to specific structures. Empty = anywhere |
biomes |
Array | [] |
Restrict to specific biomes. Empty = any biome |
| Field | Type | Default | Description |
|---|---|---|---|
display_name |
String | "Boss" |
Name shown above boss. Supports color codes |
tier |
Integer | 1 |
Boss tier (1 = normal, 2 = elite, 3 = legendary) |
level |
Integer | 50 |
Fixed level for the boss |
ignore_level_cap |
Boolean | true |
Bypass global level cap |
| Field | Type | Default | Description |
|---|---|---|---|
size_multiplier |
Float | 1.0 |
Scale the boss model size |
glow_effect |
Boolean | true |
Apply glowing effect |
glow_color |
String | "red" |
Color of the glow |
particle_effect |
String | null |
Particle effect around boss |
| Field | Type | Default | Description |
|---|---|---|---|
boss_bar.color |
String | "red" |
Boss bar color |
boss_bar.style |
String | "progress" |
Boss bar style |
boss_bar.visible |
Boolean | true |
Show the boss bar |
| Field | Type | Default | Description |
|---|---|---|---|
immunities |
Array | [] |
Damage types the boss is immune to |
stat_multipliers |
Object | {} |
Attribute multipliers |
xp_multiplier |
Double | 5.0 |
XP drop multiplier |
loot_table |
String | null |
Custom loot table ID |
| Field | Type | Default | Description |
|---|---|---|---|
minions.type |
String | Required | Mob type to spawn as minions |
minions.count |
Integer | 2 |
Minions per spawn wave |
minions.interval_seconds |
Integer | 30 |
Time between spawn waves |
minions.health_threshold |
Double | 0.5 |
HP% to trigger spawning (0.0-1.0) |
minions.max_minions |
Integer | 10 |
Maximum active minions |
Use Minecraft color codes with §:
| Code | Color |
|---|---|
§0 |
Black |
§1 |
Dark Blue |
§2 |
Dark Green |
§3 |
Dark Aqua |
§4 |
Dark Red |
§5 |
Dark Purple |
§6 |
Gold |
§7 |
Gray |
§8 |
Dark Gray |
§9 |
Blue |
§a |
Green |
§b |
Aqua |
§c |
Red |
§d |
Light Purple |
§e |
Yellow |
§f |
White |
§l |
Bold |
§o |
Italic |
§n |
Underline |
§k |
Obfuscated |
§r |
Reset |
Example: "§4§l☠ Cluckthulhu §4§l☠" = Dark red, bold, with skull symbols
redbluegreenyellowpurplepinkwhite
-
progress- Solid bar -
notched_6- 6 segments -
notched_10- 10 segments -
notched_12- 12 segments -
notched_20- 20 segments
| Type | Blocks |
|---|---|
fire |
Fire, lava, fire aspect |
fall |
Fall damage |
drown |
Drowning damage |
explosion |
Explosion damage |
projectile |
Arrow, trident damage |
magic |
Potion damage |
wither |
Wither effect |
cactus |
Cactus damage |
lightning |
Lightning strikes |
{
"enabled": true,
"target_mobs": ["minecraft:chicken"],
"spawn_chance": 0.10,
"structures": ["minecraft:stronghold"],
"display_name": "§4§l☠ Cluckthulhu §4§l☠",
"tier": 3,
"level": 750,
"ignore_level_cap": true,
"boss_bar": {
"color": "red",
"style": "notched_10",
"visible": true
},
"size_multiplier": 2.0,
"glow_effect": true,
"glow_color": "red",
"particle_effect": "minecraft:flame",
"immunities": ["fire", "fall"],
"stat_multipliers": {
"minecraft:generic.max_health": 50.0,
"minecraft:generic.attack_damage": 10.0,
"minecraft:generic.movement_speed": 1.5,
"minecraft:generic.knockback_resistance": 0.8
},
"xp_multiplier": 20.0,
"minions": {
"type": "minecraft:chicken",
"count": 3,
"interval_seconds": 20,
"health_threshold": 0.5,
"max_minions": 9
}
}{
"enabled": true,
"target_mobs": ["minecraft:wither_skeleton"],
"spawn_chance": 0.02,
"structures": ["minecraft:fortress"],
"display_name": "§5§lFortress Champion",
"tier": 2,
"level": 300,
"ignore_level_cap": true,
"boss_bar": {
"color": "purple",
"style": "notched_6",
"visible": true
},
"size_multiplier": 1.3,
"glow_effect": true,
"glow_color": "purple",
"particle_effect": "minecraft:soul",
"immunities": ["fire", "wither"],
"stat_multipliers": {
"minecraft:generic.max_health": 15.0,
"minecraft:generic.attack_damage": 3.0,
"minecraft:generic.armor": 2.0
},
"xp_multiplier": 10.0
}{
"enabled": true,
"target_mobs": ["minecraft:skeleton"],
"spawn_chance": 0.001,
"display_name": "§e§lSkeleton King",
"tier": 3,
"level": 500,
"ignore_level_cap": true,
"boss_bar": {
"color": "yellow",
"style": "notched_20",
"visible": true
},
"size_multiplier": 2.5,
"glow_effect": true,
"glow_color": "yellow",
"particle_effect": "minecraft:enchanted_hit",
"immunities": ["fire", "projectile", "fall"],
"stat_multipliers": {
"minecraft:generic.max_health": 100.0,
"minecraft:generic.attack_damage": 15.0,
"minecraft:generic.movement_speed": 1.2,
"minecraft:generic.knockback_resistance": 1.0
},
"xp_multiplier": 50.0,
"minions": {
"type": "minecraft:skeleton",
"count": 5,
"interval_seconds": 15,
"health_threshold": 0.75,
"max_minions": 15
}
}- A mob spawns normally
- If it matches
target_mobs(or list is empty) - AND it's in a valid
structure(or list is empty) - AND it's in a valid
biome(or list is empty) - THEN roll
spawn_chance - If roll succeeds, mob becomes a boss
Tip: Use low spawn chances (0.01-0.05) for powerful bosses to keep them rare and exciting!
The boss module can be toggled in the config:
[bossModule]
enabled = true
showBossBar = true
bossBarRenderDistance = 64
preventDespawn = true
glowEffect = true
spawnAnnouncement = true
announcementRadius = 64These global settings can be overridden per-boss in the datapack.
- Start with low spawn chances - Bosses should feel special
- Use tiered difficulties - Tier 1 for dungeons, Tier 3 for raids
- Balance minion spawning - Too many minions can cause lag
- Test in creative - Spawn mobs manually to test boss configuration
- Combine with structure rules - Make entire dungeons challenging
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