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Releases: Cobbleworks/BloodMoon-Plugin

BloodMoon Event Plugin v1.0.0

05 May 18:40

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BloodMoon-Plugin v1.0.0 introduces a complete Blood Moon event framework with seven NPC boss encounters, per-player spawn pressure, and full Citizens/Sentinel integration.

NPC Boss Encounters

  • Seven Distinct Bosses: Added Vampire, Clown, Zombie, Witch, Scarecrow, Ghost, and Werewolf, each with a unique encounter identity, ability set, and loot table.
  • Phase-Based State Machines: Each boss escalates through named phases as HP drops, shifting behavior and ability access dynamically.
  • Per-Player Spawn Pressure: Bosses spawn relative to individual players, not globally, keeping encounters personal regardless of server population.

Combat And Abilities

  • Vampire NPC: Added bat disguise, stalk phase, blood magic projectiles, drain life, shadow dash, fear shriek, blood shield, and bat form escape.
  • Bleed System: Added stackable bleed debuff with configurable tick interval, damage, and max stacks.
  • Bat Swarm: Added summonable vampire bats with evenly-spaced burst spawn, velocity-driven targeting, and automatic cleanup on death.
  • Unique Loot Tables: Each boss drops thematic items including custom-named trophies, enchanted gear, and rare collectibles.

Event Management

  • Overhead Health Bars: Segmented name-tag style health bars float above active NPCs; orphan bars are cleaned up automatically on despawn.
  • Difficulty Profiles: Four runtime tiers (easy / medium / hard / nightmare) adjust health, damage, ability cadence, and XP multipliers live.
  • Admin Commands: Added force-start, force-stop, spawn-by-type, difficulty override, chance override, and live reload via /bloodmoon.
  • Configurable Event Flow: Blood Moon chance, world scope, and all per-mob thresholds controlled via a single \config.yml.

Citizens And Sentinel Integration

  • Citizens NPC Lifecycle: NPC spawning, despawning, and trait registration all flow through Citizens 2.
  • Sentinel Combat Setup: Each NPC boss is backed by a Sentinel trait for targeting and combat; all ability logic is handled by BloodMoon's own controllers.

Note: If you encounter any bugs or issues, please don't hesitate to open an issue. For any questions or to start a discussion, feel free to initiate a discussion on the GitHub repository.