File Details
rpg-minibosses-1.14.0+1.21.1.jar
- B
- Apr 17, 2026
- 4.34 MB
- 24
- 1.21.1+1
- Fabric
File Name
rpg-minibosses-1.14.0+1.21.1.jar
Supported Versions
- 1.21.1
- 1.21
Curse Maven Snippet
The miniboss system has been refactored into a unified, stimulus-driven AI architecture built around a three-layer state machine. This replaces ad-hoc per-entity logic with a consistent framework that separates intent, decision-making, and execution.
Server Config has been refreshed!
Core AI Architecture
| Layer | Role | Behavior |
|---|---|---|
| Stance | Macro intent (“mood”) | Slow-changing, defines identity and allowed behaviors |
| Combat State | Tactical decision | Medium-frequency state (pressuring, punishing, etc.) |
| Action | Execution | Per-tick abilities, attacks, and movement |
- Stance updates are intentionally slower (~0.5s) to feel stable
- Combat states update at mid-frequency (~0.1–0.2s)
- Actions execute every tick for responsiveness
This enforces a clean separation between why, what, and how behavior occurs.
Shared Stimulus System
All mobs now evaluate a unified stimulus object instead of bespoke checks.
Examples of inputs
- Distance / melee range checks
- Health thresholds (self + player)
- Player recovery states (post-attack, airborne, casting)
- Combat context (recent hits, nearby allies)
Outcomes
- Deterministic transitions (no hidden randomness)
- Data-driven behavior tuning
- Consistent reactivity across all mobs
Design Pillars
Personality-first AI Behavior is constrained by identity, not just ability availability
Legibility over randomness State transitions are consistent and learnable
Counterplay-driven design Each mob exposes a clear interaction loop
State purity States have strict roles (e.g., repositioning ≠ damage phase)
Difficulty through interaction Challenge comes from timing and positioning, not unpredictability
Miniboss Identity Mapping
| Mob | Core Identity | Player Pressure Type |
|---|---|---|
| Fire Mage | Zone control / attrition | Forces movement and positioning errors |
| Mercenary | Opportunistic punishment | Exploits mistakes and recovery windows |
| Rogue | Information asymmetry | Controls engagement timing |
| Juggernaut | Inevitability | Applies constant forward pressure |
| Templar | Anti-disengagement | Punishes retreat and kiting |
Combat State Loops
Fire Mage
- Pressuring → Repositioning
- Maintains DoT and AOE pressure
- Disengages immediately on melee contact with speed boost
Mercenary
- Probing → Punishing → Probing
- Uses low-pressure attacks to gather data
- Enters burst phase when player vulnerability detected
- Trap system shifts from control → execution
Rogue
- Stalking → Ambushing → Withdrawing
- Invisible/low-visibility tracking phase
- Hard-commit burst sequence
- Forced disengage + reset window
Juggernaut
- Advancing ↔ Bracing (+ Last Stand stance)
- Continuous forward movement (no idle)
- Reactive defensive window
- No disengage or reposition behavior
Templar
- Crushing ↔ Condemning
- Constant forward aggression
- Gains pressure when player retreats
- Attacks while closing distance
Juggernaut Phase & Defense Changes
Last Stand (≤20% HP)
- Clears all offensive cooldowns immediately
- Disables Bracing entirely
- Converts behavior into full aggression phase
Bracing
- ~50% damage reduction
- ~90% knockback reduction
- Fixed duration (no extension)
- Emits shield particles for clarity
Melee System Overhaul
Arc-Based Damage
| Mob | Arc Size | Range | Behavior |
|---|---|---|---|
| Rogue | Small (~50°) | Short | Precision burst |
| Juggernaut | Medium (~80°) | Mid | Cleave pressure |
| Templar | Large (~90°) | Long | Area denial |
- Replaces single-target melee with directional AOE
- Integrated directly into AI (not fallback behavior)
Additional Melee Behavior
- All melee attacks triggered via Brain logic
Templar:
- Attacks within 4 blocks normally
- Continues attacking while advancing up to 8 blocks
- ~1 second cadence
Juggernaut Spin Update
- Immediate damage on contact
- Multiple timed pulses
- Full-area (360°) coverage
- Functions as sustained zone threat
Movement & Navigation
- Replaced direct movement (
moveTo) with pathfinding (startMovingTo)
Results
- Obstacle-aware movement
- Reduced pathing failures
- Stronger perception of intent
Animation & Movement Smoothing
Asymmetric smoothing:
- Faster acceleration
- Slower deceleration
Movement state now based on smoothed velocity:
- Reduces idle/run flicker
- Prevents threshold thrashing
Cooldowns & Action System
- Centralized cooldown handling across all mobs
Enables
- Deterministic pacing
- Controlled burst windows
- Explicit phase transitions
Example:
- Instant cooldown reset during Juggernaut Last Stand
Supporting Systems
Trap logic (Mercenary):
- Predictive placement → execution tool
Ambush vector control (Rogue):
- Prevents repeated attack angles
Repositioning logic (Fire Mage):
- Open-space biased pathfinding