Final Adversaries Lite

Contains she Sunflower and Lothran Boss, to be used inside modpacks or servers etc.

How to Use:

Contains just the Sunflower and Lothran Boss, to be used for modpacks, servers etc.

More info inside the patchnotes of each version. 

This mod functions as a datapack behind the scenes.

 

Adjusting Settings

  • All settings can be adjusted using:
    /function final_adversaries:adjust_bosses/...
  • If no boss is active, the datapack has no impact on performance.

How Bosses Spawn

  • The mod automatically summons bosses at their uninitialized spawnpoint marker.
  • A marker is initialized when a player enters a 50-block range, triggering the boss spawn.

Custom Boss Structures

To make bosses spawn in your custom generated structures:

  1. Disable auto-spawning to prevent markers from initializing automatically:
    /function final_adversaries/adjust_bosses/auto_spawn_bosses_toggle
  2. Place the required markers inside your structure using:
    final_adversaries:adjust_bosses/...
  3. Save the structure with entities enabled for the markers to be saved in the structure file.

 

 

Sunflower Boss

 

General

  • When defeated, all players within a 50-block radius receive the advancement final_adversaries:kill_sunflower
  • The fight activates only when a player enters a 28-block range.
  • The boss attacks all entities within a 28-block radius, prioritizing players.
  • To add custom boss bars, note that the sunflower's hitbox is a slime with the score boss_hitbox set to 4.
  • Sunflower model is an item_display with score boss_number set to 4

 

Lothran Boss

 

Spawnpoint Marker

  • Lothran spawns and returns to this position after a fight

Cutscene Marker

  • During phase transitions, Lothran moves to this marker. His hitbox hovers 10 blocks below him to prevent damage during this time.

Teleport Marker

  • Lothran teleports randomly to these markers for certain attacks.

Detection Marker

  • While idle, Lothran periodically scans a 10-block radius around these markers. If a player is detected, it is marked, and the fight begins.

Arena Marker

  • when the fight begins, all players in a 10-block radius to these markers are also marked, to ensure the boss targets all players inside the arena.

General

 

  • upon Lothran's defeat, all players within a 250-block radius with in_boss_fight score set to 1 will receive the advancement final_adveraries:kill_lothran, and their in_boss_fight score will reset to 0
  • The boss arena should avoid large obstacles as Lothran lacks collision detection
  • The arena floor must be filled with light blocks for Lothran's spinning attack. This can be done easily with WorldEdit by selecting an area with //pos1 and //pos2 and replacing all air blocks with light blocks: //replace air light[level=0]
  • When Lothran initiates combat, it marks all targets by setting their scoreboard in_boss_fight to 1, Lothran only attacks marked entities and returns to its spawn if none can be found nearby
  • Multiple Lothrans can theoretically be fought simultaneously, but this may significantly impact performance. Ensure they are at least 500 blocks apart
  • If multiple instances of the same boss exist, disable boss bars in the settings, as they will display erratic behavior by tracking all bosses' health simultaneously
  • To add custom boss bars, note that Lothran's hitbox is a slime with the score boss_hitbox set to 1
  • Players who die during the fight will also have their in_boss_fight score reset to 0
  • Lothrans model is an item_display with score boss_number set to 1

 

 

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