Repository navigation
Configuration
Every file lives in plugins/MoBosses/, and every file explains its keys in comments. This page tells you which file holds what, how changes apply, and which settings servers change most.
- Edit a file.
- Run
/mobosses reload. Every config and language file loads again, and bosses keep fighting.
Every key has a default, so you can delete the ones you don’t change. A value that doesn’t fit, like a word where a number goes, costs only itself: the log names it, and it takes its default. Game ids take the namespaced form (minecraft:diamond_sword) or the old enum names (DIAMOND_SWORD); a bad one logs a warning and drops out.
A file you delete comes back from the jar, with the bundled values, on the next start or /mobosses reload.
A file you never changed follows the plugin: when a new version ships a different copy, the plugin swaps yours for it on start and logs updated to this version’s. A file you edited stays as it is, so it keeps your values but not the new defaults; delete it to take them. Before 2.8.0 the plugin copied each file once and never again, so servers that started on an older version kept its loot, classes, and texts.
| File | What it holds | More |
|---|---|---|
config.yml |
Languages, spawning, player levels, the stat formulas, glow and particles, boss bars, loot durability, announcements, the database, protection, and CoreProtect | below |
classes.yml |
The six classes: multipliers, colors, weights, and the level each ability starts at | Bosses and classes |
bosses.yml |
Which mobs become bosses, their spawn chance, gear by level, particles, and sounds | Bosses and classes |
abilities.yml |
Each ability’s switch, cooldown, and numbers by level | Abilities |
minions.yml |
What each boss type summons | Minions |
loottable.yml |
Loot by class and level, with amounts, weights, enchantments, and names | Loot and rewards |
rewards.yml |
Potion effects and absorption hearts by class, and the wait for the next ones | Loot and rewards |
lang/*.yml |
Messages and names, one file per language | Languages |
player-languages.yml |
Languages players picked for themselves; written by the plugin | Languages |
| What you want | Where |
|---|---|
| Bosses more or less often |
spawn_chance per type in bosses.yml; world_multipliers, time_multipliers, weather_multipliers under spawn
|
| A type never to turn |
enabled: false under the type in bosses.yml
|
| Rarer or more common classes |
chance per class in classes.yml
|
| Bosses tougher or softer |
formula.health and formula.damage in config.yml
|
| Bosses the same on every difficulty |
difficulty.enabled: false in config.yml; see Bosses and classes
|
| Fewer bosses around farms |
spawn.player_cooldown_seconds, spawn.max_nearby
|
| An ability off | its is_…_enabled or enabled key in abilities.yml
|
| Quieter chat | the switches under broadcast in config.yml
|
| The plugin paused |
enabled: false in config.yml: no new bosses or abilities; bosses already around stay |
| More detail in the log | debug: true |
Changing a formula moves every boss. ./gradlew balance --args=path/to/plugins/MoBosses prints the curves for your files before you commit to them; see Building from source.
Players’ levels live in bosses.db, an SQLite file, out of the box. To share levels between servers:
- Set
database.typetomysql(for MySQL or MariaDB) orpostgres. - Fill in its section:
host,port,database,username,password,ssl. - Run
/mobosses reload. The plugin creates its tables on the first connection.
A database that can’t be reached doesn’t stop the plugin: levels then last until each player leaves. Queries never run on the server thread. The MariaDB and PostgreSQL drivers come inside the jar, about 2 MB together, so the plugin works on servers without internet access; Paper ships SQLite’s.
-
effects.particles,effects.glow: particles around a boss and a glow in its class color, shown only with a player withineffects.visibility_radius. -
name_tags.per_player: names over bosses in each player’s language. Off, the game’s name tag shows the default language to everyone, as 1.x did. -
boss_bar.style:PROGRESS,NOTCHED_6,NOTCHED_10,NOTCHED_12, orNOTCHED_20. -
kill_sound: the sound after a kill.