# Elements: Azure=0 Golden=1 Crimson=2 None=3 # Summoning algorithm: this is how the bosses determine which mobs to spawn. # nbt_spawn_data: nbt attributes such as health/speed - you can specify anything that minecraft saves as nbt. # On any mob in this mob, adding the value: can_be_pushed=false will make mobs not pushable by other entities # HOWEVER - it may have side effects so make sure to test thoroughly when using. monolith { spawn_nexus_portal_on_death = true second_boss_phase_hp = 300 # Damage is multiplied generic.attackDamage fireball_damage = 1.0 laser_damage = 1.0 defensive_burst_damage = 1.0 fall_damage = 1.3 summoning_algorithm { mobs: [ { entity_id: "mm_shade" max_nearby: 4 # You can put nbt_spawn_data here to specify nbt attributes specific to when the mob is spawned by the monolith } ] mobs_per_spawn: 2 spawning_area: { width: 2, height: 3 } mob_cap_detection_area: { width: 40 height: 3 } } nbt_spawn_data { experienceValue = 1000 Health: 600 Attributes: [ {Name: "generic.maxHealth", Base: 600} {Name: "generic.attackDamage", Base: 9} {Name: "generic.followRange", Base: 30} ] } } maelstrom_gauntlet { use_fireball_at_health = 340 use_lazer_at_health = 280 use_spawning_at_health = 220 beam_lag = 9 # Number of ticks for the laser beam to catch up to the player given that they aren't moving max_laser_distance = 40 # Distance the laser can reach punch_impact_size = 2 laser_explosion_size = 0 # Damage is multiplied generic.attackDamage laser_damage = 1.0 fireball_damage = 2.0 punch_damage = 1.0 mobs_per_spawn: 6 summoning_algorithm { mobs: [ { entity_id: "mm_shade" spawn_weight: 3 max_nearby: 4 elements: [ {id: 2, weight: 1} {id: 3, weight: 4} ] } { entity_id: "mm_maelstrom_lancer" spawn_weight: 2 max_nearby: 4 elements: [ {id: 2, weight: 1} {id: 3, weight: 4} ] } { entity_id: "mm_maelstrom_mage" spawn_weight: 1 max_nearby: 3 elements: [ {id: 2, weight: 1} {id: 3, weight: 4} ] } { entity_id: "mm_maelstrom_healer" } ] spawning_area: { width: 8, height: 12 } mob_cap_detection_area: { width: 40 height: 6 } } nbt_spawn_data { experienceValue = 1000 Health: 400.0 Attributes: [ {Name: "generic.maxHealth", Base: 400.0} {Name: "generic.attackDamage", Base: 12} {Name: "generic.followRange", Base: 64} {Name: "generic.flyingSpeed", Base: 0.8} ] } } alternative_maelstrom_gauntlet_stage_1 { use_fireball_at_health = 250 use_lazer_at_health = 200 use_spawning_at_health = 150 punch_impact_size = 2 beam_lag = 9 # Number of ticks for the laser beam to catch up to the player given that they aren't moving max_laser_distance = 50 # Distance the laser can reach max_fireball_distance = 35 mobs_per_spawn: 6 laser_explosion_size = 0 # Damage is multiplied generic.attackDamage laser_damage = 1.0 fireball_damage = 2.0 punch_damage = 1.0 # Prioritizes spawning mobs on the ground if there is ground. Otherwise uses aerial_summoning_algorithm to summon aerial mobs summoning_algorithm { mobs: [ { entity_id: "mm_shade" spawn_weight: 3 max_nearby: 4 elements: [ {id: 2, weight: 1} {id: 3, weight: 4} ] } { entity_id: "mm_maelstrom_lancer" spawn_weight: 2 max_nearby: 4 elements: [ {id: 2, weight: 1} {id: 3, weight: 4} ] } { entity_id: "mm_maelstrom_mage" spawn_weight: 1 max_nearby: 3 elements: [ {id: 2, weight: 1} {id: 3, weight: 4} ] } ] spawning_area: { width: 8, height: 12 } mob_cap_detection_area: { width: 40 height: 20 } } aerial_summoning_algorithm { mobs: [ { entity_id: "mm_maelstrom_fury" max_nearby: 6 } ] spawning_area: { width: 10, height: 10 } mob_cap_detection_area: { width: 100 height: 100 } } nbt_spawn_data { experienceValue = 0 Health: 300.0 Attributes: [ {Name: "generic.maxHealth", Base: 300.0} {Name: "generic.attackDamage", Base: 12} {Name: "generic.followRange", Base: 80} {Name: "generic.flyingSpeed", Base: 0.8} ] } } alternative_maelstrom_gauntlet_stage_2 { beam_lag = 9 # Number of ticks for the laser beam to catch up to the player given that they aren't moving max_laser_distance = 50 # Distance the laser can reach max_fireball_distance = 35 mobs_per_spawn: 6 punch_impact_size = 2 laser_explosion_size = 0 # Damage is multiplied generic.attackDamage laser_damage = 1.0 fireball_damage = 2.0 punch_damage = 1.0 crystal_explosion_radius = 5 crystal_lifespan = 100 summoning_algorithm { mobs: [ { entity_id: "mm_shade" spawn_weight: 3 max_nearby: 4 elements: [ {id: 2, weight: 1} {id: 3, weight: 4} ] } { entity_id: "mm_maelstrom_lancer" spawn_weight: 2 max_nearby: 4 elements: [ {id: 2, weight: 1} {id: 3, weight: 4} ] } { entity_id: "mm_maelstrom_mage" spawn_weight: 1 max_nearby: 3 elements: [ {id: 2, weight: 1} {id: 3, weight: 4} ] } ] spawning_area: { width: 8, height: 12 } mob_cap_detection_area: { width: 40 height: 20 } } aerial_summoning_algorithm { mobs: [ { entity_id: "mm_maelstrom_fury" max_nearby: 6 } ] spawning_area: { width: 10, height: 10 } mob_cap_detection_area: { width: 100 height: 100 } } nbt_spawn_data { experienceValue = 1000 Health: 200.0 Attributes: [ {Name: "generic.maxHealth", Base: 200.0} {Name: "generic.attackDamage", Base: 12} {Name: "generic.followRange", Base: 80} {Name: "generic.flyingSpeed", Base: 0.8} ] } } maelstrom_fury { seconds_existed_to_be_able_to_despawn = 120 nbt_spawn_data { experienceValue = 10 Health: 20.0 Attributes: [ {Name: "generic.maxHealth", Base: 20.0} {Name: "generic.attackDamage", Base: 5} {Name: "generic.followRange", Base: 64} {Name: "generic.flyingSpeed", Base: 1.8} ] } } maelstrom_illager { first_dialog_hp = 285 second_dialog_hp = 255 second_boss_phase_hp = 225 # Damage is multiplied generic.attackDamage maelstrom_missile_damage = 1.0 ring_damage = 1.0 defensive_burst_damage = 1.0 summoning_algorithm { mobs: [ { entity_id: "mm_shade" max_nearby: 2 } { entity_id: "mm_maelstrom_mage" max_nearby: 2 } { entity_id: "mm_horror" max_nearby: 2 } ] first_phase_mobs_per_spawn: 2 second_phase_mobs_per_spawn: 1 spawning_area: { width: 8, height: 6 } mob_cap_detection_area: { width: 30 height: 3 } } nbt_spawn_data { experienceValue = 1000 Health: 300.0 Attributes: [ {Name: "generic.maxHealth", Base: 300.0} {Name: "generic.attackDamage", Base: 8} ] } } golden_boss { # Statue of Nirvana first_summon_hp = 400 second_summon_hp = 300 third_summon_hp = 200 fourth_summon_hp = 100 second_phase_hp = 150 pillar_can_be_summoned_in_air = false pillar_protection_range = 20 # Damage is multiplied generic.attackDamage golden_missile_damage = 1.0 golden_rune_damage = 2.0 maelstrom_missile_damage = 1.0 maelstrom_rune_damage = 2.0 nbt_spawn_data { experienceValue = 0 Health: 450 Attributes: [ {Name: "generic.maxHealth", Base: 450} {Name: "generic.attackDamage", Base: 8.0} {Name: "generic.followRange", Base: 40.0} {Name: "generic.flyingSpeed", Base: 0.8} ] } summoning_algorithm { mobs: [ { entity_id: "mm_golden_pillar" max_nearby: 2 elements: [ {id: 1, weight: 1} ] } ] spawning_area: { width: 10, height: 10 } mob_cap_detection_area: { width: 40 height: 20 } mobs_per_spawn: 1 } } maelstrom_statue_of_nirvana { # Statue of Nirvana (Final Stage) # Damage is multiplied generic.attackDamage maelstrom_missile_damage = 1.0 maelstrom_rune_damage = 2.0 homing_projectile_damage = 1.0 nbt_spawn_data { experienceValue = 1000 Health: 150 Attributes: [ {Name: "generic.maxHealth", Base: 150} {Name: "generic.attackDamage", Base: 9.0} {Name: "generic.followRange", Base: 40.0} {Name: "generic.flyingSpeed", Base: 0.8} ] } } maelstrom_beast { # Maelstrom Minotaur second_phase_hp = 150 swipe_width: 1 # Damage is multiplied generic.attackDamage hammer_wave_damage = 1.0 bone_hammer_wave_damage = 1.0 swipe_damage = 1.0 high_leap_fireball_damage = 1.0 bone_projectile_damage = 0.5 spawning_algorithm { mobs: [ { entity_id: "mm_floating_skull" max_nearby: 2 } ] spawning_area: { width: 8, height: 6 } mob_cap_detection_area: { width: 40 height: 3 } } nbt_spawn_data { experienceValue = 1000 Health: 400 Attributes: [ {Name: "generic.maxHealth", Base: 400} {Name: "generic.attackDamage", Base: 11.0} {Name: "generic.followRange", Base: 30.0} ] } } shade { # Maelstrom Scout nbt_spawn_data { experienceValue = 10 Health: 25 Attributes: [ {Name: "generic.maxHealth", Base: 25} {Name: "generic.attackDamage", Base: 6} {Name: "generic.knockbackResistance", Base: 0.3} {Name: "generic.movementSpeed", Base: 0.26} ] } } horror { # Maelstrom Cauldron nbt_spawn_data { experienceValue: 10 Health: 25 Attributes: [ {Name: "generic.maxHealth", Base: 25} {Name: "generic.attackDamage", Base: 7} ] } } maelstrom_crawler { # Damage is multiplied generic.attackDamage spit_damage = 0.5 leap_damage = 1.0 nbt_spawn_data { experienceValue: 100 Health: 250 Attributes: [ {Name: "generic.maxHealth", Base: 250} {Name: "generic.attackDamage", Base: 8} {Name: "generic.knockbackResistance", Base: 0.5} {Name: "generic.followRange", Base: 30.0} ] } } maelstrom_mage { nbt_spawn_data { experienceValue: 10 Health: 20 Attributes: [ {Name: "generic.attackDamage", Base: 6.0} {Name: "generic.followRange", Base: 25.0} ] } } floating_skull { nbt_spawn_data { experienceValue: 10 Attributes: [ {Name: "generic.attackDamage", Base: 4.0} ] } } azure_golem { # Fracture Golem nbt_spawn_data { experienceValue: 100 Health: 250 Level: 2.0 Attributes: [ {Name: "generic.maxHealth", Base: 250} {Name: "generic.attackDamage", Base: 15} {Name: "generic.movementSpeed", Base: 0.3} {Name: "generic.followRange", Base: 20.0} {Name: "generic.knockbackResistance", Base: 1.0} ] } } golden_pillar { nbt_spawn_data { experienceValue: 10 Health: 40 Attributes: [ {Name: "generic.followRange", Base: 40.0} {Name: "generic.knockbackResistance", Base: 1.0} {Name: "generic.attackDamage", Base: 7} {Name: "generic.maxHealth", Base: 40} ] } } maelstrom_witch { nbt_spawn_data { experienceValue: 100 Health: 150 Attributes: [ {Name: "generic.maxHealth", Base: 150} {Name: "generic.attackDamage", Base: 4} ] } } cliff_golem { nbt_spawn_data { experienceValue: 100 Health: 250 Attributes: [ {Name: "generic.maxHealth", Base: 250} {Name: "generic.attackDamage", Base: 18} {Name: "generic.movementSpeed", Base: 0.3} {Name: "generic.followRange", Base: 30.0} {Name: "generic.knockbackResistance", Base: 1.0} ] } } iron_shade { # Maelstrom Executioner # Damage is multiplied generic.attackDamage flip_damage = 1.0 spin_damage = 1.0 nbt_spawn_data { experienceValue: 100 Health: 200 Attributes: [ {Name: "generic.maxHealth", Base: 200} {Name: "generic.attackDamage", Base: 9} {Name: "generic.knockbackResistance", Base: 0.2} {Name: "generic.followRange", Base: 20.0} {Name: "generic.movementSpeed", Base: 0.24} ] } } herobrine_1 { spin_damage = 1.0 } maelstrom_lancer { nbt_spawn_data { experienceValue: 10 Attributes: [ {Name: "generic.attackDamage", Base: 8.0} {Name: "generic.movementSpeed", Base: 0.26} ] } } maelstrom_healer { nbt_spawn_data { experienceValue: 10 Health: 25 Attributes: [ {Name: "generic.maxHealth", Base: 25} {Name: "generic.attackDamage", Base: 3} {Name: "generic.followRange", Base: 30.0} {Name: "generic.movementSpeed", Base: 0.26} ] } } chaos_knight { # Maelstrom Champion slam_explosion_strength = 2.0 swipe_width = 1 # Damage is multiplied generic.attackDamage single_swipe_damage = 1.0 leap_slam_damage = 1.5 dash_damage = 1.5 spin_slash_damage = 1.0 meteor_damage = 1.0 nbt_spawn_data { experienceValue: 1000 Health: 450 Attributes: [ {Name: "generic.maxHealth", Base: 450} {Name: "generic.attackDamage", Base: 9} {Name: "generic.followRange", Base: 30.0} {Name: "generic.knockbackResistance", Base: 1} ] } } config_version=0.4.1.7