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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_interval ticks, each eligible player rolls the raid's chance - 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 }
    ]
  }
}
FieldDefaultEffect
orderrequiredThe stage this raid belongs to
required_mods / excluded_mods-Load the whole file only with / without certain mods, as for stage files
nameevent.verox_rpg_prog.raidTranslation key for the boss bar and the Journal
display_itemleader's iconIcon of the raid in the Journal
trigger.timenightnight, day or any
trigger.chance0.05Chance per check and player
trigger.check_interval1200Ticks between checks (1200 = 1 minute)
trigger.cooldown72000Ticks after a raid before the same player can be raided again (72000 = 1 hour)
wavesrequiredList of waves, each with a list of mobs
leader-A single stronger mob that joins the final wave
mob_scalingnoneExtra scaling for all raid mobs, applied on top of the stage's mob_attribute_scaling
reward.typemapmap, compass or none
reward.structuresthe stage's territoriesStructures 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

FieldDefaultEffect
entityrequiredEntity ID
display_itemfirst equipment itemIcon in the Journal
count1How many spawn (wave mobs only)
equipment-Same format as mob_equipment entries in stage files
scalingnoneExtra 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.

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