Stage raids
How a raid plays out, and the files that define one.
Stage raids are optional, data-driven attacks tied to a stage. While a stage is the current goal, its raids can strike players at random - as an invitation to the next tier. Defeating all waves rewards every nearby player with a map or compass to the stage's lair, plus optional items.
Raids are disabled by default - see the config.
How a raid plays out
- Every
check_intervalticks, each eligible player rolls the raid'schance- but only at the configured time of day and only after the player's cooldown has run out - A boss bar, the raid horn and an action bar message announce the attack
- Waves spawn one after another around the targeted player. The leader joins in the final wave and glows
- Raid mobs always go for players: if they start fighting something else - pets, summons or familiars - they switch back to the nearest player within a second
- Once the last wave falls, every player within 96 blocks receives the reward
- The raid fails if no player stays nearby for 30 seconds or if it runs for too long
- Creative and spectator players are never targeted
- Running raids are not saved: if the server restarts mid-raid, the raid ends and its spawned mobs stay in the world
Raid files
Raids live in their own folder instead of the stage file, so stage files stay readable:
data/<namespace>/stage_raids/<name>.json{
"order": 0,
"name": "raid.verox_rpg_prog.raiders_dawn",
"display_item": "minecraft:goat_horn",
"trigger": {
"time": "night",
"chance": 0.05,
"check_interval": 1200,
"cooldown": 72000
},
"waves": [
{
"mobs": [
{ "entity": "minecraft:pillager", "display_item": "minecraft:crossbow", "count": 3 }
]
},
{
"mobs": [
{ "entity": "minecraft:vindicator", "display_item": "minecraft:iron_axe", "count": 3 },
{ "entity": "irons_spellbooks:cultist", "count": 1, "required_mods": ["irons_spellbooks"] }
]
}
],
"leader": {
"entity": "minecraft:vindicator",
"display_item": "minecraft:iron_axe",
"equipment": [
{ "slot": "mainhand", "item": "minecraft:iron_axe", "enchantments": [{ "id": "minecraft:sharpness", "level": 2 }], "drop_chance": 0.0 }
],
"scaling": { "health_multiplier": 2.0, "damage_multiplier": 1.3 }
},
"mob_scaling": { "health_multiplier": 1.1 },
"reward": {
"type": "map",
"items": [
{ "item": "minecraft:emerald", "count_min": 3, "count_max": 6, "chance": 1.0 }
]
}
}| Field | Default | Effect |
|---|---|---|
order | required | The stage this raid belongs to |
required_mods / excluded_mods | - | Load the whole file only with / without certain mods, as for stage files |
name | event.verox_rpg_prog.raid | Translation key for the boss bar and the Journal |
display_item | leader's icon | Icon of the raid in the Journal |
trigger.time | night | night, day or any |
trigger.chance | 0.05 | Chance per check and player |
trigger.check_interval | 1200 | Ticks between checks (1200 = 1 minute) |
trigger.cooldown | 72000 | Ticks after a raid before the same player can be raided again (72000 = 1 hour) |
waves | required | List of waves, each with a list of mobs |
leader | - | A single stronger mob that joins the final wave |
mob_scaling | none | Extra scaling for all raid mobs, applied on top of the stage's mob_attribute_scaling |
reward.type | map | map, compass or none |
reward.structures | the stage's territories | Structures the map or compass can lead to - structure IDs or #tags |
reward.items | - | Extra items, same format as boss drops |
Wave mobs and the leader
| Field | Default | Effect |
|---|---|---|
entity | required | Entity ID |
display_item | first equipment item | Icon in the Journal |
count | 1 | How many spawn (wave mobs only) |
equipment | - | Same format as mob_equipment entries in stage files |
scaling | none | Extra scaling for the leader only, on top of mob_scaling |
required_mods | - | The mob only spawns and only appears in the Journal if all listed mods are loaded |
Mobs whose entity doesn't exist are skipped as well, so a typo or missing mod never crashes the game. If a whole raid depends on a mod, put required_mods at the top of the file: a raid without any available mob would otherwise count as won immediately.
The map or compass leads to the nearest matching structure, searched within 100 chunks. If none is found, players still receive the item rewards.
