{"id":41991,"date":"2026-06-02T02:21:31","date_gmt":"2026-06-01T23:21:31","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/cobbleboss\/"},"modified":"2026-06-02T02:21:31","modified_gmt":"2026-06-01T23:21:31","slug":"cobbleboss","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/cobbleboss\/","title":{"rendered":"CobbleBoss"},"content":{"rendered":"<p># CobbleBoss Boss User Guide<\/p>\n<p>## 1. Data Pack Structure<\/p>\n<p>CobbleBoss data packs use the `cobbleboss` namespace.<\/p>\n<p>Normal Boss files are placed in:<\/p>\n<p>&#8220;`text<br \/>\ndata\/cobbleboss\/bosses\/<br \/>\n&#8220;`<\/p>\n<p>Paid multiplayer Boss team files are placed in:<\/p>\n<p>&#8220;`text<br \/>\ndata\/cobbleboss\/boss_teams\/<br \/>\n&#8220;`<\/p>\n<p>Main structure:<\/p>\n<p>&#8220;`text<br \/>\npack.mcmeta<br \/>\ndata\/cobbleboss\/bosses\/<br \/>\ndata\/cobbleboss\/boss_teams\/<br \/>\n&#8220;`<\/p>\n<p>Recommended file naming:<\/p>\n<p>&#8211; Use lowercase English letters.<br \/>\n&#8211; Use underscores instead of spaces.<br \/>\n&#8211; Use clear names related to the Boss.<br \/>\n&#8211; Keep each Boss file independent.<\/p>\n<p>## 2. What A Boss JSON Controls<\/p>\n<p>A Boss JSON controls:<\/p>\n<p>&#8211; Which Pokemon the Boss is<br \/>\n&#8211; Boss display name<br \/>\n&#8211; Boss glow color<br \/>\n&#8211; Natural spawn rules<br \/>\n&#8211; Rewards after victory<br \/>\n&#8211; Punishments after defeat<br \/>\n&#8211; Moves<br \/>\n&#8211; EVs<br \/>\n&#8211; Custom battle stats<br \/>\n&#8211; Nature<br \/>\n&#8211; Ability<br \/>\n&#8211; Form<br \/>\n&#8211; Held items<br \/>\n&#8211; Battle mode<br \/>\n&#8211; Actions per turn<br \/>\n&#8211; Shield settings<br \/>\n&#8211; Phase skills<br \/>\n&#8211; Boss size<\/p>\n<p>## 3. Recommended Reading Order<\/p>\n<p>For beginners, understand these parts first:<\/p>\n<p>&#8211; Boss identity<br \/>\n&#8211; Spawn rules<br \/>\n&#8211; Rewards and punishments<br \/>\n&#8211; Battle configuration<br \/>\n&#8211; Visual settings<br \/>\n&#8211; Advanced raid mechanics<\/p>\n<p>Most important fields:<\/p>\n<p>&#8211; `unique_id`<br \/>\n&#8211; `species_id`<br \/>\n&#8211; `random_configs`<\/p>\n<p>Recommended fields:<\/p>\n<p>&#8211; `display_name`<br \/>\n&#8211; `glow`<br \/>\n&#8211; `moves`<br \/>\n&#8211; `battle_mode`<br \/>\n&#8211; `actions_per_turn`<br \/>\n&#8211; `scale`<\/p>\n<p>Optional fields:<\/p>\n<p>&#8211; `spawn_rule`<br \/>\n&#8211; `reward_rule`<br \/>\n&#8211; `punish_rule`<br \/>\n&#8211; `effort_values`<br \/>\n&#8211; `custom_battle_stats`<br \/>\n&#8211; `phase_skills`<br \/>\n&#8211; `held_items`<br \/>\n&#8211; `nature`<br \/>\n&#8211; `ability`<br \/>\n&#8211; `form`<br \/>\n&#8211; `shield_layers`<br \/>\n&#8211; `shield_recover_per_turn`<br \/>\n&#8211; `shield_weaken_turns`<\/p>\n<p>## 4. Top-Level Boss Fields<\/p>\n<p>### `unique_id`<\/p>\n<p>Purpose:<\/p>\n<p>The unique internal ID of the Boss.<\/p>\n<p>Recommendation:<\/p>\n<p>Required.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Must be unique.<br \/>\n&#8211; Commands use this ID.<br \/>\n&#8211; Do not reuse the same ID in multiple Boss files.<br \/>\n&#8211; Recommended format is lowercase English letters with underscores.<\/p>\n<p>### `display_name`<\/p>\n<p>Purpose:<\/p>\n<p>The name shown to players in game.<\/p>\n<p>Recommendation:<\/p>\n<p>Recommended.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Supports Minecraft color codes.<br \/>\n&#8211; Useful for making Boss names more obvious.<br \/>\n&#8211; If omitted, the species name may be used instead.<\/p>\n<p>### `species_id`<\/p>\n<p>Purpose:<\/p>\n<p>Defines which Pokemon species the Boss is.<\/p>\n<p>Recommendation:<\/p>\n<p>Required.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Usually uses the `cobblemon` namespace.<br \/>\n&#8211; This determines the actual Pokemon created by the Boss system.<\/p>\n<p>### `glow`<\/p>\n<p>Purpose:<\/p>\n<p>Controls the Boss glowing outline color after it spawns.<\/p>\n<p>Position:<\/p>\n<p>Top-level field.<\/p>\n<p>Recommendation:<\/p>\n<p>Optional.<\/p>\n<p>How it works:<\/p>\n<p>&#8211; If set, the Boss receives a glowing outline.<br \/>\n&#8211; If missing or empty, the Boss does not glow.<br \/>\n&#8211; Uses Minecraft color names.<\/p>\n<p>Available colors:<\/p>\n<p>&#8211; `black`<br \/>\n&#8211; `dark_blue`<br \/>\n&#8211; `dark_green`<br \/>\n&#8211; `dark_aqua`<br \/>\n&#8211; `dark_red`<br \/>\n&#8211; `dark_purple`<br \/>\n&#8211; `gold`<br \/>\n&#8211; `gray`<br \/>\n&#8211; `dark_gray`<br \/>\n&#8211; `blue`<br \/>\n&#8211; `green`<br \/>\n&#8211; `aqua`<br \/>\n&#8211; `red`<br \/>\n&#8211; `light_purple`<br \/>\n&#8211; `yellow`<br \/>\n&#8211; `white`<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Invalid colors can cause the Boss file to fail loading.<br \/>\n&#8211; This only controls entity glow, not announcement color.<\/p>\n<p>### `spawn_rule`<\/p>\n<p>Purpose:<\/p>\n<p>Controls natural spawning rules.<\/p>\n<p>Recommendation:<\/p>\n<p>Optional.<\/p>\n<p>Important:<\/p>\n<p>For natural spawning, a Boss usually needs:<\/p>\n<p>&#8211; `spawn_locations`<br \/>\n&#8211; `spawn_times`<br \/>\n&#8211; `spawn_biomes` or `spawn_structures`<br \/>\n&#8211; `spawn_weight`<\/p>\n<p>Notes:<\/p>\n<p>&#8211; A Boss without usable spawn rules may not participate in natural spawning.<br \/>\n&#8211; `spawn_biomes` and `spawn_structures` are checked as biome-or-structure matching.<\/p>\n<p>### `reward_rule`<\/p>\n<p>Purpose:<\/p>\n<p>Controls rewards after players defeat the Boss.<\/p>\n<p>Recommendation:<\/p>\n<p>Optional.<\/p>\n<p>Can contain:<\/p>\n<p>&#8211; Direct item rewards<br \/>\n&#8211; Direct command rewards<br \/>\n&#8211; Reward pools that roll once and randomly choose one entry<br \/>\n&#8211; Count<br \/>\n&#8211; Chance<br \/>\n&#8211; Weight<br \/>\n&#8211; Rolls<\/p>\n<p>### `punish_rule`<\/p>\n<p>Purpose:<\/p>\n<p>Controls punishments after players lose to the Boss.<\/p>\n<p>Recommendation:<\/p>\n<p>Optional.<\/p>\n<p>Can contain:<\/p>\n<p>&#8211; Level reduction<br \/>\n&#8211; EV reduction<br \/>\n&#8211; IV reduction<br \/>\n&#8211; Command punishment<br \/>\n&#8211; Chance<\/p>\n<p>### `random_configs`<\/p>\n<p>Purpose:<\/p>\n<p>Defines one or more possible battle configurations for this Boss.<\/p>\n<p>Recommendation:<\/p>\n<p>Required.<\/p>\n<p>How it works:<\/p>\n<p>&#8211; A Boss can have multiple random configurations.<br \/>\n&#8211; One configuration is selected when the Boss is created.<br \/>\n&#8211; Different configurations can have different moves, stats, held items, battle modes, shield settings, and size.<\/p>\n<p>## 5. Spawn Rule Fields<\/p>\n<p>### `spawn_locations`<\/p>\n<p>Purpose:<\/p>\n<p>Restricts where the Boss can spawn.<\/p>\n<p>Available values:<\/p>\n<p>&#8211; `land`<br \/>\n&#8211; `water_surface`<br \/>\n&#8211; `underwater`<br \/>\n&#8211; `cave`<br \/>\n&#8211; `sky`<br \/>\n&#8211; `lava`<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Natural spawning needs a valid spawn location type.<br \/>\n&#8211; Use values that match the Boss theme.<\/p>\n<p>### `spawn_times`<\/p>\n<p>Purpose:<\/p>\n<p>Restricts the time period when the Boss can spawn.<\/p>\n<p>Available values:<\/p>\n<p>&#8211; `all_day`<br \/>\n&#8211; `early_morning`<br \/>\n&#8211; `morning`<br \/>\n&#8211; `noon`<br \/>\n&#8211; `afternoon`<br \/>\n&#8211; `dusk`<br \/>\n&#8211; `night`<br \/>\n&#8211; `midnight`<\/p>\n<p>Time mapping:<\/p>\n<p>&#8211; `early_morning`: 0 &#8211; 2999 ticks<br \/>\n&#8211; `morning`: 3000 &#8211; 5999 ticks<br \/>\n&#8211; `noon`: 6000 &#8211; 11999 ticks<br \/>\n&#8211; `afternoon`: 12000 &#8211; 14999 ticks<br \/>\n&#8211; `dusk`: 15000 &#8211; 17999 ticks<br \/>\n&#8211; `night`: 18000 &#8211; 20999 ticks<br \/>\n&#8211; `midnight`: 21000 &#8211; 23999 ticks<br \/>\n&#8211; `all_day`: no time restriction<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Minecraft has 24000 ticks per day.<br \/>\n&#8211; Multiple time values can be used.<br \/>\n&#8211; `all_day` means the Boss can spawn at any time.<\/p>\n<p>### `spawn_biomes`<\/p>\n<p>Purpose:<\/p>\n<p>Restricts which biomes the Boss can spawn in.<\/p>\n<p>How it works:<\/p>\n<p>&#8211; A normal biome ID limits spawning to that biome.<br \/>\n&#8211; A biome tag starting with `#` allows all biomes in that tag.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Use biome IDs for precise control.<br \/>\n&#8211; Use biome tags for broader biome groups.<br \/>\n&#8211; This can be combined with `spawn_structures`.<\/p>\n<p>### `spawn_structures`<\/p>\n<p>Purpose:<\/p>\n<p>Allows Boss spawning when the player is inside specific structures.<\/p>\n<p>How it works:<\/p>\n<p>&#8211; Uses structure IDs.<br \/>\n&#8211; If the player is inside a matching structure, the Boss can match this rule.<br \/>\n&#8211; This is checked together with biome rules as biome-or-structure matching.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; This is for structure IDs, not structure tags.<br \/>\n&#8211; Useful for dungeon, temple, ruin, stronghold, or custom structure Bosses.<\/p>\n<p>### `spawn_weight`<\/p>\n<p>Purpose:<\/p>\n<p>Controls natural spawn selection weight.<\/p>\n<p>How it works:<\/p>\n<p>&#8211; When multiple Bosses are valid, higher weight means higher selection chance.<br \/>\n&#8211; It is not a direct percentage.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Use positive values.<br \/>\n&#8211; If all valid weights are 0, selection may fall back to random valid Boss selection.<\/p>\n<p>## 6. Reward Rule Fields<\/p>\n<p>### `reward_items`<\/p>\n<p>Purpose:<\/p>\n<p>List of direct reward entries.<\/p>\n<p>How it works:<\/p>\n<p>&#8211; Each entry rolls independently.<br \/>\n&#8211; If three entries each have `chance: 0.1`, each one has its own 10% chance.<br \/>\n&#8211; The player can receive multiple entries from the same `reward_items` list.<\/p>\n<p>Each reward entry can contain:<\/p>\n<p>&#8211; `item_id`<br \/>\n&#8211; `count`<br \/>\n&#8211; `command`<br \/>\n&#8211; `chance`<br \/>\n&#8211; `weight`<\/p>\n<p>`weight` is only used when the same reward entry is placed inside `reward_pools.entries`. It is harmless but unnecessary in direct `reward_items`.<\/p>\n<p>### `reward_pools`<\/p>\n<p>Purpose:<\/p>\n<p>List of reward pools.<\/p>\n<p>How it works:<\/p>\n<p>&#8211; Each pool rolls once using its `chance`.<br \/>\n&#8211; If the pool succeeds, the mod randomly chooses one entry from `entries`.<br \/>\n&#8211; If `rolls` is greater than 1, the pool chooses that many entries.<br \/>\n&#8211; Selection is weighted by each entry&#8217;s `weight`.<br \/>\n&#8211; Selection is with replacement, so the same entry can be selected more than once when `rolls` is greater than 1.<\/p>\n<p>Each reward pool can contain:<\/p>\n<p>&#8211; `chance`<br \/>\n&#8211; `rolls`<br \/>\n&#8211; `entries`<\/p>\n<p>Each pool entry can contain:<\/p>\n<p>&#8211; `item_id`<br \/>\n&#8211; `count`<br \/>\n&#8211; `command`<br \/>\n&#8211; `chance`<br \/>\n&#8211; `weight`<\/p>\n<p>Important:<\/p>\n<p>&#8211; Pool-level `chance` controls whether the pool gives anything.<br \/>\n&#8211; Entry-level `chance` is parsed for compatibility, but pool entries are selected by random weight after the pool succeeds.<br \/>\n&#8211; If you want separate independent chances, use `reward_items`.<br \/>\n&#8211; If you want &#8220;10% chance for one item from this list&#8221;, use `reward_pools`.<\/p>\n<p>### `item_id`<\/p>\n<p>Purpose:<\/p>\n<p>The item given to the player.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Use a valid item ID.<br \/>\n&#8211; Can be Minecraft, Cobblemon, or another mod item.<\/p>\n<p>### `count`<\/p>\n<p>Purpose:<\/p>\n<p>The number of items given.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; If omitted, it usually acts as 1.<br \/>\n&#8211; Count is only used for item rewards.<br \/>\n&#8211; Must be greater than 0.<\/p>\n<p>### `command`<\/p>\n<p>Purpose:<\/p>\n<p>Executes a command as a reward.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Useful for giving Pokemon, money, points, titles, permissions, or other server rewards.<br \/>\n&#8211; Supports the `{player}` placeholder.<br \/>\n&#8211; Write the command without a leading slash.<\/p>\n<p>### `chance`<\/p>\n<p>Purpose:<\/p>\n<p>Controls probability.<\/p>\n<p>For direct `reward_items`:<\/p>\n<p>&#8211; If `chance` is greater than 0, that custom chance is used.<br \/>\n&#8211; If `chance` is missing or 0, the reward uses the default drop rate from `boss-reward.toml`.<\/p>\n<p>For `reward_pools`:<\/p>\n<p>&#8211; If pool `chance` is greater than 0, that custom chance is used.<br \/>\n&#8211; If pool `chance` is missing or 0, the pool uses the default drop rate from `boss-reward.toml`.<\/p>\n<p>Meaning:<\/p>\n<p>&#8211; `1` means 100%.<br \/>\n&#8211; `0.5` means 50%.<br \/>\n&#8211; `0.1` means 10%.<\/p>\n<p>### `rolls`<\/p>\n<p>Purpose:<\/p>\n<p>Controls how many entries are selected from a successful reward pool.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; If omitted, it defaults to 1.<br \/>\n&#8211; Must be greater than 0.<br \/>\n&#8211; The same entry can be selected more than once.<\/p>\n<p>### `weight`<\/p>\n<p>Purpose:<\/p>\n<p>Controls selection chance inside a reward pool.<\/p>\n<p>How it works:<\/p>\n<p>&#8211; Higher weight means higher chance inside that pool.<br \/>\n&#8211; Default weight is 1.<br \/>\n&#8211; Weight is not a direct percentage.<\/p>\n<p>Example:<\/p>\n<p>&#8211; Entry A weight 1<br \/>\n&#8211; Entry B weight 3<br \/>\n&#8211; Entry B is three times as likely as Entry A inside that pool.<\/p>\n<p>### Reward Examples<\/p>\n<p>Independent rewards:<\/p>\n<p>&#8220;`json<br \/>\n&#8220;reward_rule&#8221;: {<br \/>\n  &#8220;reward_items&#8221;: [<br \/>\n    {<br \/>\n      &#8220;item_id&#8221;: &#8220;cobblemon:poke_ball&#8221;,<br \/>\n      &#8220;count&#8221;: 3,<br \/>\n      &#8220;chance&#8221;: 0.1<br \/>\n    },<br \/>\n    {<br \/>\n      &#8220;item_id&#8221;: &#8220;cobblemon:great_ball&#8221;,<br \/>\n      &#8220;count&#8221;: 2,<br \/>\n      &#8220;chance&#8221;: 0.1<br \/>\n    },<br \/>\n    {<br \/>\n      &#8220;item_id&#8221;: &#8220;cobblemon:ultra_ball&#8221;,<br \/>\n      &#8220;count&#8221;: 1,<br \/>\n      &#8220;chance&#8221;: 0.1<br \/>\n    }<br \/>\n  ]<br \/>\n}<br \/>\n&#8220;`<\/p>\n<p>One reward from a pool:<\/p>\n<p>&#8220;`json<br \/>\n&#8220;reward_rule&#8221;: {<br \/>\n  &#8220;reward_pools&#8221;: [<br \/>\n    {<br \/>\n      &#8220;chance&#8221;: 0.1,<br \/>\n      &#8220;rolls&#8221;: 1,<br \/>\n      &#8220;entries&#8221;: [<br \/>\n        {<br \/>\n          &#8220;item_id&#8221;: &#8220;cobblemon:poke_ball&#8221;,<br \/>\n          &#8220;count&#8221;: 3<br \/>\n        },<br \/>\n        {<br \/>\n          &#8220;item_id&#8221;: &#8220;cobblemon:great_ball&#8221;,<br \/>\n          &#8220;count&#8221;: 2<br \/>\n        },<br \/>\n        {<br \/>\n          &#8220;item_id&#8221;: &#8220;cobblemon:ultra_ball&#8221;,<br \/>\n          &#8220;count&#8221;: 1<br \/>\n        }<br \/>\n      ]<br \/>\n    }<br \/>\n  ]<br \/>\n}<br \/>\n&#8220;`<\/p>\n<p>Weighted pool:<\/p>\n<p>&#8220;`json<br \/>\n&#8220;reward_rule&#8221;: {<br \/>\n  &#8220;reward_pools&#8221;: [<br \/>\n    {<br \/>\n      &#8220;chance&#8221;: 0.25,<br \/>\n      &#8220;rolls&#8221;: 1,<br \/>\n      &#8220;entries&#8221;: [<br \/>\n        {<br \/>\n          &#8220;item_id&#8221;: &#8220;minecraft:diamond&#8221;,<br \/>\n          &#8220;count&#8221;: 1,<br \/>\n          &#8220;weight&#8221;: 1<br \/>\n        },<br \/>\n        {<br \/>\n          &#8220;item_id&#8221;: &#8220;minecraft:emerald&#8221;,<br \/>\n          &#8220;count&#8221;: 3,<br \/>\n          &#8220;weight&#8221;: 3<br \/>\n        },<br \/>\n        {<br \/>\n          &#8220;command&#8221;: &#8220;give {player} minecraft:gold_ingot 8&#8221;,<br \/>\n          &#8220;weight&#8221;: 5<br \/>\n        }<br \/>\n      ]<br \/>\n    }<br \/>\n  ]<br \/>\n}<br \/>\n&#8220;`<\/p>\n<p>Direct rewards and pools can be used together:<\/p>\n<p>&#8220;`json<br \/>\n&#8220;reward_rule&#8221;: {<br \/>\n  &#8220;reward_items&#8221;: [<br \/>\n    {<br \/>\n      &#8220;item_id&#8221;: &#8220;minecraft:gold_ingot&#8221;,<br \/>\n      &#8220;count&#8221;: 2,<br \/>\n      &#8220;chance&#8221;: 1.0<br \/>\n    }<br \/>\n  ],<br \/>\n  &#8220;reward_pools&#8221;: [<br \/>\n    {<br \/>\n      &#8220;chance&#8221;: 0.1,<br \/>\n      &#8220;entries&#8221;: [<br \/>\n        {<br \/>\n          &#8220;item_id&#8221;: &#8220;cobblemon:poke_ball&#8221;,<br \/>\n          &#8220;count&#8221;: 3<br \/>\n        },<br \/>\n        {<br \/>\n          &#8220;item_id&#8221;: &#8220;cobblemon:great_ball&#8221;,<br \/>\n          &#8220;count&#8221;: 2<br \/>\n        },<br \/>\n        {<br \/>\n          &#8220;item_id&#8221;: &#8220;cobblemon:ultra_ball&#8221;,<br \/>\n          &#8220;count&#8221;: 1<br \/>\n        }<br \/>\n      ]<br \/>\n    }<br \/>\n  ]<br \/>\n}<br \/>\n&#8220;`<\/p>\n<p>## 7. Punish Rule Fields<\/p>\n<p>### `punish_items`<\/p>\n<p>Purpose:<\/p>\n<p>List of punishment entries.<\/p>\n<p>Each punishment entry can contain:<\/p>\n<p>&#8211; `level`<br \/>\n&#8211; `evs`<br \/>\n&#8211; `ivs`<br \/>\n&#8211; `command`<br \/>\n&#8211; `chance`<\/p>\n<p>### `level`<\/p>\n<p>Purpose:<\/p>\n<p>Reduces Pokemon level after losing.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Level will not be reduced below 1.<br \/>\n&#8211; Use carefully because level loss can feel severe.<\/p>\n<p>### `evs`<\/p>\n<p>Purpose:<\/p>\n<p>Reduces effort values.<\/p>\n<p>Available stats:<\/p>\n<p>&#8211; `hp`<br \/>\n&#8211; `attack`<br \/>\n&#8211; `defense`<br \/>\n&#8211; `special_attack`<br \/>\n&#8211; `special_defense`<br \/>\n&#8211; `speed`<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Only fill stats you want to reduce.<br \/>\n&#8211; Missing stats are ignored.<\/p>\n<p>### `ivs`<\/p>\n<p>Purpose:<\/p>\n<p>Reduces individual values.<\/p>\n<p>Available stats:<\/p>\n<p>&#8211; `hp`<br \/>\n&#8211; `attack`<br \/>\n&#8211; `defense`<br \/>\n&#8211; `special_attack`<br \/>\n&#8211; `special_defense`<br \/>\n&#8211; `speed`<\/p>\n<p>Notes:<\/p>\n<p>&#8211; IV punishment is very severe.<br \/>\n&#8211; Recommended only for high-risk Boss designs.<\/p>\n<p>### `command`<\/p>\n<p>Purpose:<\/p>\n<p>Executes a command as punishment.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Useful for applying effects, taking currency, teleporting, broadcasting, or triggering server systems.<br \/>\n&#8211; Supports the `{player}` placeholder.<br \/>\n&#8211; Write the command without a leading slash.<\/p>\n<p>### `chance`<\/p>\n<p>Purpose:<\/p>\n<p>Controls the probability of this punishment.<\/p>\n<p>Important:<\/p>\n<p>&#8211; If `chance` is greater than 0, that custom chance is used.<br \/>\n&#8211; If `chance` is missing or 0, the punishment uses the default penalty chance from `boss-penalty.toml`.<\/p>\n<p>## 8. Random Config Fields<\/p>\n<p>### `shiny`<\/p>\n<p>Purpose:<\/p>\n<p>Controls whether the Boss is shiny.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; `true` makes the Boss shiny.<br \/>\n&#8211; `false` makes it normal.<br \/>\n&#8211; If omitted, it usually defaults to false.<\/p>\n<p>### `effort_values`<\/p>\n<p>Purpose:<\/p>\n<p>Sets the Boss EV spread.<\/p>\n<p>Available stats:<\/p>\n<p>&#8211; `hp`<br \/>\n&#8211; `attack`<br \/>\n&#8211; `defense`<br \/>\n&#8211; `special_attack`<br \/>\n&#8211; `special_defense`<br \/>\n&#8211; `speed`<\/p>\n<p>Rules:<\/p>\n<p>&#8211; Each stat should be between 0 and 252.<br \/>\n&#8211; Total EVs should not exceed 510.<\/p>\n<p>### `custom_battle_stats`<\/p>\n<p>Purpose:<\/p>\n<p>Overrides or limits Boss battle stats.<\/p>\n<p>Available stats:<\/p>\n<p>&#8211; `hp`<br \/>\n&#8211; `attack`<br \/>\n&#8211; `defense`<br \/>\n&#8211; `special_attack`<br \/>\n&#8211; `special_defense`<br \/>\n&#8211; `speed`<\/p>\n<p>Each stat rule uses:<\/p>\n<p>&#8211; `value`<br \/>\n&#8211; `mode`<\/p>\n<p>### `value`<\/p>\n<p>Purpose:<\/p>\n<p>The target stat value.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Usually a positive number.<br \/>\n&#8211; Useful for raid-style Bosses.<\/p>\n<p>### `mode`<\/p>\n<p>Purpose:<\/p>\n<p>Controls how the stat value is applied.<\/p>\n<p>Available values:<\/p>\n<p>&#8211; `exact`<br \/>\n&#8211; `minimum`<br \/>\n&#8211; `maximum`<\/p>\n<p>Meanings:<\/p>\n<p>&#8211; `exact`: use this value directly.<br \/>\n&#8211; `minimum`: stat will be at least this value.<br \/>\n&#8211; `maximum`: stat will be at most this value.<\/p>\n<p>### `moves`<\/p>\n<p>Purpose:<\/p>\n<p>Sets the Boss moves.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Usually use up to 4 moves.<br \/>\n&#8211; Move names should match Cobblemon move IDs.<br \/>\n&#8211; Invalid move names can cause Boss creation failure.<\/p>\n<p>### `nature`<\/p>\n<p>Purpose:<\/p>\n<p>Sets the Boss nature.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; If omitted, the Boss uses a default nature.<br \/>\n&#8211; Use Cobblemon nature names.<\/p>\n<p>### `ability`<\/p>\n<p>Purpose:<\/p>\n<p>Sets the Boss ability.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; If omitted, default ability behavior is used.<br \/>\n&#8211; Invalid ability names can cause Boss creation failure.<\/p>\n<p>### `form`<\/p>\n<p>Purpose:<\/p>\n<p>Sets the Boss form.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Use this for special forms.<br \/>\n&#8211; Leave empty if not needed.<br \/>\n&#8211; The value should match Cobblemon form or aspect behavior.<\/p>\n<p>### `held_items`<\/p>\n<p>Purpose:<\/p>\n<p>Sets possible held items for the Boss.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Can contain one or more item IDs.<br \/>\n&#8211; If multiple items are configured, the Boss may randomly use one.<br \/>\n&#8211; Invalid item IDs can cause Boss creation failure.<\/p>\n<p>### `battle_mode`<\/p>\n<p>Purpose:<\/p>\n<p>Sets the Boss battle mode and battle layout.<\/p>\n<p>Available values:<\/p>\n<p>&#8211; `1v1` \/ `one_vs_one`<br \/>\n&#8211; `2v1` \/ `two_vs_one`<br \/>\n&#8211; `3v1` \/ `three_vs_one`<br \/>\n&#8211; `4v1` \/ `four_vs_one`<br \/>\n&#8211; `5v1` \/ `five_vs_one`<br \/>\n&#8211; `6v1` \/ `six_vs_one`<\/p>\n<p>Important:<\/p>\n<p>`battle_mode` does not limit `actions_per_turn`.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; This field controls the battle mode and layout.<br \/>\n&#8211; Boss action count is controlled separately by `actions_per_turn`.<\/p>\n<p>### `actions_per_turn`<\/p>\n<p>Purpose:<\/p>\n<p>Sets how many actions the Boss can take each turn.<\/p>\n<p>Rules:<\/p>\n<p>&#8211; Must be at least 1.<br \/>\n&#8211; Not limited by `battle_mode`.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Higher values make the Boss much harder.<br \/>\n&#8211; This is one of the main difficulty controls.<\/p>\n<p>### `scale`<\/p>\n<p>Purpose:<\/p>\n<p>Sets the Boss size.<\/p>\n<p>Position:<\/p>\n<p>Inside `random_configs`.<\/p>\n<p>How it works:<\/p>\n<p>&#8211; If set, the Boss uses this custom size.<br \/>\n&#8211; If omitted, the Boss size is calculated automatically from its level.<\/p>\n<p>Rules:<\/p>\n<p>&#8211; Must be greater than 0.<br \/>\n&#8211; The final value is clamped by the mod&#8217;s allowed size range.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Use this to create giant Bosses.<br \/>\n&#8211; Leave it empty for automatic level-based size.<\/p>\n<p>## 9. Boss Shield System<\/p>\n<p>Purpose:<\/p>\n<p>The Boss shield system gives a Boss extra protection during battle.<\/p>\n<p>How it works:<\/p>\n<p>&#8211; A Boss can start battle with shield layers.<br \/>\n&#8211; Certain attacks can consume shield layers.<br \/>\n&#8211; Super-effective damaging moves can consume shield layers.<br \/>\n&#8211; Special moves can consume configured shield layers.<br \/>\n&#8211; While shield still exists, some shield interactions can reduce or block damage.<br \/>\n&#8211; When shield reaches 0, the shield breaks.<br \/>\n&#8211; After shield breaks, the Boss can enter a weakened state.<br \/>\n&#8211; After weakened turns end, shield can recover each turn if recovery is configured.<\/p>\n<p>Important:<\/p>\n<p>The global shield switch in `boss-shield.toml` must be enabled.<\/p>\n<p>The Boss also needs shield fields inside `random_configs`.<\/p>\n<p>### `shield_layers`<\/p>\n<p>Purpose:<\/p>\n<p>Sets the Boss initial shield layers.<\/p>\n<p>Position:<\/p>\n<p>Inside `random_configs`.<\/p>\n<p>How it works:<\/p>\n<p>&#8211; `0` means this Boss has no shield.<br \/>\n&#8211; A value greater than 0 enables shield behavior for this Boss.<br \/>\n&#8211; This value is also used as the maximum shield layer count.<\/p>\n<p>Rules:<\/p>\n<p>&#8211; Must be 0 or higher.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; This is the main field that enables shield for a specific Boss.<br \/>\n&#8211; If this value is 0, the other shield fields usually have no effect.<\/p>\n<p>### `shield_recover_per_turn`<\/p>\n<p>Purpose:<\/p>\n<p>Controls how many shield layers the Boss recovers each turn after shield break and weakened state.<\/p>\n<p>Position:<\/p>\n<p>Inside `random_configs`.<\/p>\n<p>How it works:<\/p>\n<p>&#8211; `0` means shield does not recover.<br \/>\n&#8211; A value greater than 0 allows shield recovery.<br \/>\n&#8211; Shield recovery cannot exceed maximum shield layers.<\/p>\n<p>Rules:<\/p>\n<p>&#8211; Must be 0 or higher.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Use 0 for one-time shield break behavior.<br \/>\n&#8211; Use higher values for raid-style repeated shield breaking.<\/p>\n<p>### `shield_weaken_turns`<\/p>\n<p>Purpose:<\/p>\n<p>Controls how many turns the Boss stays weakened after shield breaks.<\/p>\n<p>Position:<\/p>\n<p>Inside `random_configs`.<\/p>\n<p>How it works:<\/p>\n<p>&#8211; When shield reaches 0, the shield breaks.<br \/>\n&#8211; The Boss enters weakened state for this many turns.<br \/>\n&#8211; During weakened turns, shield recovery waits.<br \/>\n&#8211; After weakened turns end, shield recovery can begin if configured.<\/p>\n<p>Rules:<\/p>\n<p>&#8211; Must be 0 or higher.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Use this to create a damage window after shield break.<br \/>\n&#8211; Larger values give players more time to attack.<br \/>\n&#8211; `0` means no weakened delay.<\/p>\n<p>## 10. Phase Skill System<\/p>\n<p>### `phase_skills`<\/p>\n<p>Purpose:<\/p>\n<p>Changes Boss moves based on HP percentage.<\/p>\n<p>How it works:<\/p>\n<p>&#8211; Each phase has an HP percentage.<br \/>\n&#8211; When Boss HP reaches that percentage, the Boss can switch to another moveset.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Useful for multi-phase Boss fights.<br \/>\n&#8211; Avoid duplicate HP thresholds.<br \/>\n&#8211; Moves should be valid Cobblemon move names.<\/p>\n<p>### `hp_percent`<\/p>\n<p>Purpose:<\/p>\n<p>The HP percentage that triggers the phase.<\/p>\n<p>Rules:<\/p>\n<p>&#8211; Usually 1 to 100.<br \/>\n&#8211; Lower or equal HP enters that phase.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Higher values trigger earlier.<br \/>\n&#8211; Lower values trigger later.<\/p>\n<p>### `moves`<\/p>\n<p>Purpose:<\/p>\n<p>The moves used in this phase.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Usually 1 to 4 moves.<br \/>\n&#8211; Use this to make the Boss change strategy during battle.<\/p>\n<p>## 11. Stat Key Reference<\/p>\n<p>The following stat keys are used in `effort_values`, `evs`, `ivs`, and `custom_battle_stats`:<\/p>\n<p>&#8211; `hp`<br \/>\n&#8211; `attack`<br \/>\n&#8211; `defense`<br \/>\n&#8211; `special_attack`<br \/>\n&#8211; `special_defense`<br \/>\n&#8211; `speed`<\/p>\n<p>## 12. Configuration Files<\/p>\n<p>All configuration files are placed under:<\/p>\n<p>&#8220;`text<br \/>\nconfig\/cobbleboss\/<br \/>\n&#8220;`<\/p>\n<p>Unified config files:<\/p>\n<p>&#8211; `level-mapping.json`<br \/>\n&#8211; `pokemon-max-level.json`<br \/>\n&#8211; `boss-spawn.toml`<br \/>\n&#8211; `boss-level.toml`<br \/>\n&#8211; `boss-reward.toml`<br \/>\n&#8211; `boss-penalty.toml`<br \/>\n&#8211; `boss-battle-check.toml`<br \/>\n&#8211; `boss-capture.toml`<br \/>\n&#8211; `boss-immune.toml`<br \/>\n&#8211; `boss-music.toml`<br \/>\n&#8211; `boss-shield.toml`<br \/>\n&#8211; `player-level-limit.toml`<\/p>\n<p>Important:<\/p>\n<p>Fabric and NeoForge use the same field names and top-level TOML structure.<\/p>\n<p>If an old NeoForge config was generated before this unified version, delete the old config file or manually move values to the top level.<\/p>\n<p>### `level-mapping.json`<\/p>\n<p>Purpose:<\/p>\n<p>Maps player Pokemon level to Boss level.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Used only when custom level mapping is enabled.<br \/>\n&#8211; The left side is player level.<br \/>\n&#8211; The right side is Boss level.<br \/>\n&#8211; If no mapping is found, normal level calculation can be used.<\/p>\n<p>### `pokemon-max-level.json`<\/p>\n<p>Purpose:<\/p>\n<p>Controls Cobblemon&#8217;s global maximum Pokemon level.<\/p>\n<p>Fields:<\/p>\n<p>&#8211; `configName`<br \/>\n&#8211; `maxPokemonLevel`<br \/>\n&#8211; `description`<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Default max level is usually 900.<br \/>\n&#8211; This affects the global Pokemon level limit used by Cobblemon.<\/p>\n<p>### `boss-spawn.toml`<\/p>\n<p>Purpose:<\/p>\n<p>Controls natural Boss spawning.<\/p>\n<p>Fields:<\/p>\n<p>&#8211; `enableBossSpawn`<br \/>\n&#8211; `checkIntervalTicks`<br \/>\n&#8211; `spawnChance`<br \/>\n&#8211; `enableSpawnTimeRandom`<br \/>\n&#8211; `randomValueMin`<br \/>\n&#8211; `randomValueMax`<br \/>\n&#8211; `spawnFrequency`<\/p>\n<p>Notes:<\/p>\n<p>&#8211; `checkIntervalTicks` range is 100 to 72000.<br \/>\n&#8211; `spawnChance` range is 0 to 1.<br \/>\n&#8211; `randomValueMin` and `randomValueMax` range is 1 to 10000.<br \/>\n&#8211; `spawnFrequency` range is 0 to 100.<\/p>\n<p>### `boss-level.toml`<\/p>\n<p>Purpose:<\/p>\n<p>Controls Boss level calculation.<\/p>\n<p>Fields:<\/p>\n<p>&#8211; `bossLevelMultiplier`<br \/>\n&#8211; `minBossLevel`<br \/>\n&#8211; `maxBossLevel`<br \/>\n&#8211; `includePCPokemon`<br \/>\n&#8211; `scaleByMaxLevel`<br \/>\n&#8211; `enableCustomLevelMapping`<br \/>\n&#8211; `enableLevelRandom`<br \/>\n&#8211; `randomMin`<br \/>\n&#8211; `randomMax`<\/p>\n<p>Notes:<\/p>\n<p>&#8211; `bossLevelMultiplier` range is 1.0 to 10.0.<br \/>\n&#8211; `minBossLevel` range is 1 to 100.<br \/>\n&#8211; `maxBossLevel` range is 50 to 200.<br \/>\n&#8211; `enableCustomLevelMapping` controls whether `level-mapping.json` is used.<\/p>\n<p>### `boss-reward.toml`<\/p>\n<p>Purpose:<\/p>\n<p>Controls default Boss reward chance.<\/p>\n<p>Fields:<\/p>\n<p>&#8211; `minDropRate`<br \/>\n&#8211; `maxDropRate`<br \/>\n&#8211; `levelScale`<\/p>\n<p>Important:<\/p>\n<p>Direct reward entries and reward pools with `chance` greater than 0 use their own chance.<\/p>\n<p>Direct reward entries and reward pools without `chance`, or with `chance` 0, use the default drop rate from this config.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; `minDropRate` and `maxDropRate` range is 0 to 1.<br \/>\n&#8211; `levelScale` range is 1 to 1000.<\/p>\n<p>### `boss-penalty.toml`<\/p>\n<p>Purpose:<\/p>\n<p>Controls default punishment chance.<\/p>\n<p>Fields:<\/p>\n<p>&#8211; `enablePenalty`<br \/>\n&#8211; `minPenaltyChance`<br \/>\n&#8211; `maxPenaltyChance`<br \/>\n&#8211; `penaltyLevelScale`<\/p>\n<p>Important:<\/p>\n<p>Punish entries with `chance` greater than 0 use their own chance.<\/p>\n<p>Punish entries without `chance`, or with `chance` 0, use the default penalty chance from this config.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; `minPenaltyChance` and `maxPenaltyChance` range is 0 to 1.<br \/>\n&#8211; `penaltyLevelScale` range is 1 to 1000.<\/p>\n<p>### `boss-battle-check.toml`<\/p>\n<p>Purpose:<\/p>\n<p>Controls Boss battle restriction checks.<\/p>\n<p>Fields:<\/p>\n<p>&#8211; `enableBattleCheck`<br \/>\n&#8211; `cancelBattle`<br \/>\n&#8211; `enablePokemonCheck`<br \/>\n&#8211; `bannedPokemonList`<br \/>\n&#8211; `enableItemCheck`<br \/>\n&#8211; `bannedItemsList`<br \/>\n&#8211; `enableMoveCheck`<br \/>\n&#8211; `bannedMovesList`<\/p>\n<p>Notes:<\/p>\n<p>&#8211; `enableBattleCheck` is the main switch.<br \/>\n&#8211; `cancelBattle` controls whether battle is cancelled when banned content is detected.<br \/>\n&#8211; `bannedPokemonList` uses Pokemon species IDs.<br \/>\n&#8211; `bannedItemsList` uses item IDs.<br \/>\n&#8211; `bannedMovesList` uses move IDs.<\/p>\n<p>### `boss-capture.toml`<\/p>\n<p>Purpose:<\/p>\n<p>Controls whether Boss Pokemon can be captured.<\/p>\n<p>Fields:<\/p>\n<p>&#8211; `preventBossCapture`<br \/>\n&#8211; `showCaptureMessage`<\/p>\n<p>Notes:<\/p>\n<p>&#8211; `preventBossCapture` should usually stay enabled.<br \/>\n&#8211; `showCaptureMessage` controls whether players see a message when capture is blocked.<\/p>\n<p>### `boss-immune.toml`<\/p>\n<p>Purpose:<\/p>\n<p>Controls whether Boss entities are invulnerable in the world.<\/p>\n<p>Fields:<\/p>\n<p>&#8211; `enableBossImmune`<\/p>\n<p>Important:<\/p>\n<p>This mainly protects Boss entities outside normal battle damage.<\/p>\n<p>It does not mean the Boss is immune to every move inside battle.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Recommended to keep enabled.<br \/>\n&#8211; Helps prevent players from killing Bosses with non-battle methods.<\/p>\n<p>### `boss-music.toml`<\/p>\n<p>Purpose:<\/p>\n<p>Controls Boss battle music.<\/p>\n<p>Fields:<\/p>\n<p>&#8211; `enableBossBattleMusic`<br \/>\n&#8211; `stopOnBattleEnd`<\/p>\n<p>Important:<\/p>\n<p>The music system no longer uses `bossBattleMusicSoundId`.<\/p>\n<p>When a Boss battle starts, the mod randomly selects a music sound event from:<\/p>\n<p>1. The mod&#8217;s built-in `assets\/cobbleboss\/sounds.json`.<br \/>\n2. Enabled resource packs that define music in `sounds.json`.<\/p>\n<p>Resource packs that are only placed in the `resourcepacks` folder but not enabled in the client resource pack menu are ignored.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Default built-in sound event is `cobbleboss:boss_battle_theme`.<br \/>\n&#8211; Custom music must be provided by a resource pack.<br \/>\n&#8211; The sound file should be OGG format.<br \/>\n&#8211; Players need the resource pack enabled to hear resource-pack music.<br \/>\n&#8211; Old configs containing `bossBattleMusicSoundId` should be regenerated or cleaned up.<\/p>\n<p>### `boss-shield.toml`<\/p>\n<p>Purpose:<\/p>\n<p>Controls the global Boss shield system.<\/p>\n<p>Fields:<\/p>\n<p>&#8211; `enableBossShield`<br \/>\n&#8211; `superEffectiveLayers`<br \/>\n&#8211; `moveLayerOverrides`<\/p>\n<p>Meaning:<\/p>\n<p>&#8211; `enableBossShield`: enables or disables Boss shield behavior.<br \/>\n&#8211; `superEffectiveLayers`: shield layers consumed by super-effective damaging moves.<br \/>\n&#8211; `moveLayerOverrides`: special move-to-shield-layer rules.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; If `enableBossShield` is false, Boss JSON shield fields will not work.<br \/>\n&#8211; `moveLayerOverrides` uses move IDs and shield layer values.<\/p>\n<p>### `player-level-limit.toml`<\/p>\n<p>Purpose:<\/p>\n<p>Controls player Pokemon level limit.<\/p>\n<p>Fields:<\/p>\n<p>&#8211; `enableLevelLimit`<br \/>\n&#8211; `maxPlayerPokemonLevel`<\/p>\n<p>Notes:<\/p>\n<p>&#8211; `enableLevelLimit` enables the player Pokemon level cap.<br \/>\n&#8211; `maxPlayerPokemonLevel` sets the maximum allowed player Pokemon level.<\/p>\n<p>## 13. Resource Pack Music<\/p>\n<p>Boss battle music can be customized through resource packs.<\/p>\n<p>How it works:<\/p>\n<p>&#8211; The mod has built-in music in `assets\/cobbleboss\/sounds.json`.<br \/>\n&#8211; Enabled resource packs can add more music events.<br \/>\n&#8211; When a Boss battle starts, the mod randomly chooses one available music event.<br \/>\n&#8211; There is no need to specify one sound ID in config.<\/p>\n<p>Resource pack paths:<\/p>\n<p>&#8220;`text<br \/>\npack.mcmeta<br \/>\nassets\/cobbleboss\/sounds.json<br \/>\nassets\/cobbleboss\/sounds\/music\/<br \/>\n&#8220;`<\/p>\n<p>Example structure:<\/p>\n<p>&#8220;`text<br \/>\nmy_boss_music_pack.zip<br \/>\npack.mcmeta<br \/>\nassets\/cobbleboss\/sounds.json<br \/>\nassets\/cobbleboss\/sounds\/music\/boss_1.ogg<br \/>\nassets\/cobbleboss\/sounds\/music\/boss_2.ogg<br \/>\nassets\/cobbleboss\/sounds\/music\/boss_3.ogg<br \/>\n&#8220;`<\/p>\n<p>Example `sounds.json`:<\/p>\n<p>&#8220;`json<br \/>\n{<br \/>\n  &#8220;music.boss_1&#8221;: {<br \/>\n    &#8220;category&#8221;: &#8220;music&#8221;,<br \/>\n    &#8220;sounds&#8221;: [<br \/>\n      {<br \/>\n        &#8220;name&#8221;: &#8220;cobbleboss:music\/boss_1&#8221;,<br \/>\n        &#8220;stream&#8221;: true<br \/>\n      }<br \/>\n    ]<br \/>\n  },<br \/>\n  &#8220;music.boss_2&#8221;: {<br \/>\n    &#8220;category&#8221;: &#8220;music&#8221;,<br \/>\n    &#8220;sounds&#8221;: [<br \/>\n      {<br \/>\n        &#8220;name&#8221;: &#8220;cobbleboss:music\/boss_2&#8221;,<br \/>\n        &#8220;stream&#8221;: true<br \/>\n      }<br \/>\n    ]<br \/>\n  }<br \/>\n}<br \/>\n&#8220;`<\/p>\n<p>Matching files:<\/p>\n<p>&#8220;`text<br \/>\nassets\/cobbleboss\/sounds\/music\/boss_1.ogg<br \/>\nassets\/cobbleboss\/sounds\/music\/boss_2.ogg<br \/>\n&#8220;`<\/p>\n<p>Sound ID examples:<\/p>\n<p>&#8211; `music.boss_1` in `assets\/cobbleboss\/sounds.json` becomes `cobbleboss:music.boss_1`.<br \/>\n&#8211; `music.boss_2` in `assets\/cobbleboss\/sounds.json` becomes `cobbleboss:music.boss_2`.<\/p>\n<p>Music detection:<\/p>\n<p>The mod treats a sound event as Boss music if one of these is true:<\/p>\n<p>&#8211; The event key starts with `music`.<br \/>\n&#8211; The event key contains `.music`.<br \/>\n&#8211; The event has `&#8221;category&#8221;: &#8220;music&#8221;`.<br \/>\n&#8211; One of its sound file paths is inside a `music\/` folder.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Use OGG format.<br \/>\n&#8211; Use `stream: true` for music.<br \/>\n&#8211; Players need the resource pack enabled to hear custom music.<br \/>\n&#8211; Use original or licensed music only.<br \/>\n&#8211; If the resource pack is not enabled, the client will not register its sound events.<\/p>\n<p>## 14. Fixed Spawn Point Commands<\/p>\n<p>Main command:<\/p>\n<p>&#8220;`text<br \/>\n\/spawnpokemonbossat<br \/>\n&#8220;`<\/p>\n<p>Permission:<\/p>\n<p>Requires administrator permission.<\/p>\n<p>Functions:<\/p>\n<p>&#8211; `create`<br \/>\n&#8211; `addboss`<br \/>\n&#8211; `removeboss`<br \/>\n&#8211; `setweight`<br \/>\n&#8211; `remove`<br \/>\n&#8211; `list`<br \/>\n&#8211; `info`<br \/>\n&#8211; `trigger`<br \/>\n&#8211; `settext`<br \/>\n&#8211; `cleartext`<br \/>\n&#8211; `announcement enable`<br \/>\n&#8211; `announcement text`<br \/>\n&#8211; `announcement color`<br \/>\n&#8211; `announcement clear`<\/p>\n<p>### `create`<\/p>\n<p>Purpose:<\/p>\n<p>Creates a fixed Boss spawn point.<\/p>\n<p>Parameters:<\/p>\n<p>&#8211; Spawn point ID<br \/>\n&#8211; Dimension<br \/>\n&#8211; X coordinate<br \/>\n&#8211; Y coordinate<br \/>\n&#8211; Z coordinate<br \/>\n&#8211; Boss level<br \/>\n&#8211; Respawn seconds<br \/>\n&#8211; Optional hologram text<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Spawn point ID must be unique.<br \/>\n&#8211; Respawn time is in seconds.<br \/>\n&#8211; Boss level range is 1 to 900.<\/p>\n<p>### `addboss`<\/p>\n<p>Purpose:<\/p>\n<p>Adds a Boss to a fixed spawn point pool.<\/p>\n<p>Parameters:<\/p>\n<p>&#8211; Spawn point ID<br \/>\n&#8211; Boss unique ID<br \/>\n&#8211; Weight<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Boss unique ID must exist in loaded Boss data.<br \/>\n&#8211; Higher weight means higher chance inside that fixed spawn point.<\/p>\n<p>### `removeboss`<\/p>\n<p>Purpose:<\/p>\n<p>Removes a Boss from a fixed spawn point pool.<\/p>\n<p>### `setweight`<\/p>\n<p>Purpose:<\/p>\n<p>Changes the weight of a Boss in a fixed spawn point pool.<\/p>\n<p>### `remove`<\/p>\n<p>Purpose:<\/p>\n<p>Deletes a fixed spawn point.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Removes spawn point data.<br \/>\n&#8211; Removes related hologram display.<br \/>\n&#8211; Handles the currently active fixed Boss.<\/p>\n<p>### `list`<\/p>\n<p>Purpose:<\/p>\n<p>Lists all fixed spawn points.<\/p>\n<p>Shows:<\/p>\n<p>&#8211; Spawn point ID<br \/>\n&#8211; Dimension<br \/>\n&#8211; Coordinates<br \/>\n&#8211; Boss level<br \/>\n&#8211; Respawn time<br \/>\n&#8211; Boss pool<br \/>\n&#8211; Current active Boss<\/p>\n<p>### `info`<\/p>\n<p>Purpose:<\/p>\n<p>Shows detailed information for one spawn point.<\/p>\n<p>Shows:<\/p>\n<p>&#8211; Dimension<br \/>\n&#8211; Coordinates<br \/>\n&#8211; Boss level<br \/>\n&#8211; Respawn time<br \/>\n&#8211; Next respawn tick<br \/>\n&#8211; Current active Boss<br \/>\n&#8211; Hologram text<br \/>\n&#8211; Boss pool<br \/>\n&#8211; Announcement status<br \/>\n&#8211; Announcement text<br \/>\n&#8211; Announcement color<\/p>\n<p>### `trigger`<\/p>\n<p>Purpose:<\/p>\n<p>Manually makes a spawn point ready to spawn again.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Useful for testing.<br \/>\n&#8211; Does not delete the spawn point.<\/p>\n<p>### `settext`<\/p>\n<p>Purpose:<\/p>\n<p>Sets fixed spawn point hologram text.<\/p>\n<p>Supported placeholders:<\/p>\n<p>&#8211; `{id}`<br \/>\n&#8211; `{level}`<br \/>\n&#8211; `{time}`<br \/>\n&#8211; `{x}`<br \/>\n&#8211; `{y}`<br \/>\n&#8211; `{z}`<br \/>\n&#8211; `{dimension}`<br \/>\n&#8211; `{boss_count}`<br \/>\n&#8211; `{boss_pool}`<br \/>\n&#8211; `{active_boss_id}`<br \/>\n&#8211; `{active_boss}`<br \/>\n&#8211; `{active_weight}`<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Use `|` to separate multiple hologram lines.<br \/>\n&#8211; Hologram placeholders are different from announcement placeholders.<\/p>\n<p>### `cleartext`<\/p>\n<p>Purpose:<\/p>\n<p>Clears custom hologram text and restores default hologram behavior.<\/p>\n<p>### `announcement enable`<\/p>\n<p>Purpose:<\/p>\n<p>Enables or disables fixed spawn point announcement.<\/p>\n<p>How it works:<\/p>\n<p>&#8211; `true` enables announcement.<br \/>\n&#8211; `false` disables announcement.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; There is no separate announcement disable command.<br \/>\n&#8211; Use `announcement enable` with true or false.<\/p>\n<p>### `announcement text`<\/p>\n<p>Purpose:<\/p>\n<p>Sets custom announcement text.<\/p>\n<p>Supported placeholders:<\/p>\n<p>&#8211; `{boss}`<br \/>\n&#8211; `{boss_id}`<br \/>\n&#8211; `{species}`<br \/>\n&#8211; `{point}`<br \/>\n&#8211; `{dimension}`<br \/>\n&#8211; `{x}`<br \/>\n&#8211; `{y}`<br \/>\n&#8211; `{z}`<br \/>\n&#8211; `{position}`<\/p>\n<p>### `announcement color`<\/p>\n<p>Purpose:<\/p>\n<p>Sets announcement message color.<\/p>\n<p>Available colors:<\/p>\n<p>&#8211; `black`<br \/>\n&#8211; `dark_blue`<br \/>\n&#8211; `dark_green`<br \/>\n&#8211; `dark_aqua`<br \/>\n&#8211; `dark_red`<br \/>\n&#8211; `dark_purple`<br \/>\n&#8211; `gold`<br \/>\n&#8211; `gray`<br \/>\n&#8211; `dark_gray`<br \/>\n&#8211; `blue`<br \/>\n&#8211; `green`<br \/>\n&#8211; `aqua`<br \/>\n&#8211; `red`<br \/>\n&#8211; `light_purple`<br \/>\n&#8211; `yellow`<br \/>\n&#8211; `white`<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Default color is `gold`.<br \/>\n&#8211; This changes announcement color, not Boss glow color.<\/p>\n<p>### `announcement clear`<\/p>\n<p>Purpose:<\/p>\n<p>Restores the default announcement text.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Does not remove the spawn point.<br \/>\n&#8211; Does not clear hologram text.<br \/>\n&#8211; Only resets the fixed spawn announcement template.<\/p>\n<p>### Fixed Spawn Boss Pool Weight<\/p>\n<p>Purpose:<\/p>\n<p>Controls selection chance inside one fixed spawn point.<\/p>\n<p>Rules:<\/p>\n<p>&#8211; Minimum weight: 1<br \/>\n&#8211; Maximum weight: 1000000<\/p>\n<p>Notes:<\/p>\n<p>&#8211; This is separate from natural `spawn_rule.spawn_weight`.<br \/>\n&#8211; Higher weight means higher chance inside that fixed spawn point pool.<\/p>\n<p>## 15. Basic Boss Commands<\/p>\n<p>### `checkpokemonboss`<\/p>\n<p>Purpose:<\/p>\n<p>Checks which Bosses can spawn at the player&#8217;s current location.<\/p>\n<p>Shows:<\/p>\n<p>&#8211; Time until next Boss refresh<br \/>\n&#8211; Matching Bosses<br \/>\n&#8211; Boss display names<br \/>\n&#8211; Spawn weights<\/p>\n<p>Permission:<\/p>\n<p>Usually available to normal players.<\/p>\n<p>### `spawnpokemonboss`<\/p>\n<p>Purpose:<\/p>\n<p>Directly spawns a Boss near the player.<\/p>\n<p>Parameters:<\/p>\n<p>&#8211; Boss unique ID<br \/>\n&#8211; Optional level<\/p>\n<p>Permission:<\/p>\n<p>Requires administrator permission.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Uses Boss unique ID, not species ID.<br \/>\n&#8211; Level range is 1 to 900.<br \/>\n&#8211; Useful for testing Boss configuration.<\/p>\n<p>### `spawnpokemonbossat`<\/p>\n<p>Purpose:<\/p>\n<p>Manages fixed Boss spawn points.<\/p>\n<p>Permission:<\/p>\n<p>Requires administrator permission.<\/p>\n<p>## 16. Beginner Setup Suggestions<\/p>\n<p>For the simplest setup:<\/p>\n<p>&#8211; Enable natural Boss spawning.<br \/>\n&#8211; Use a reasonable spawn interval.<br \/>\n&#8211; Use a low spawn chance at first.<br \/>\n&#8211; Enable Boss capture prevention.<br \/>\n&#8211; Enable Boss immunity.<br \/>\n&#8211; Use level mapping or level multiplier.<br \/>\n&#8211; Add rewards with reasonable chance values.<br \/>\n&#8211; Add glow to make Bosses easier to find.<br \/>\n&#8211; Leave scale empty unless you want giant Bosses.<\/p>\n<p>For stricter Boss servers:<\/p>\n<p>&#8211; Enable battle checks.<br \/>\n&#8211; Ban specific Pokemon if needed.<br \/>\n&#8211; Ban specific items if needed.<br \/>\n&#8211; Ban specific moves if needed.<br \/>\n&#8211; Increase Boss stats through `custom_battle_stats`.<br \/>\n&#8211; Use `actions_per_turn` carefully.<br \/>\n&#8211; Add shield settings for raid-style fights.<\/p>\n<p>For casual servers:<\/p>\n<p>&#8211; Keep punishments low or disabled.<br \/>\n&#8211; Use visible Boss glow.<br \/>\n&#8211; Use moderate Boss size.<br \/>\n&#8211; Give guaranteed small rewards and rare special rewards.<br \/>\n&#8211; Use reward pools for &#8220;one item from this group&#8221; rewards.<br \/>\n&#8211; Avoid extremely high `actions_per_turn`.<\/p>\n<p>## 17. Common Problems<\/p>\n<p>### Boss does not load<\/p>\n<p>Possible reasons:<\/p>\n<p>&#8211; Duplicate `unique_id`.<br \/>\n&#8211; Invalid `species_id`.<br \/>\n&#8211; Invalid move name.<br \/>\n&#8211; Invalid ability name.<br \/>\n&#8211; Invalid item ID.<br \/>\n&#8211; Invalid glow color.<br \/>\n&#8211; Invalid scale value.<br \/>\n&#8211; Broken JSON format.<br \/>\n&#8211; Empty `reward_pools.entries`.<br \/>\n&#8211; Invalid reward pool `rolls`.<br \/>\n&#8211; Invalid reward pool entry `weight`.<\/p>\n<p>### Boss does not spawn naturally<\/p>\n<p>Possible reasons:<\/p>\n<p>&#8211; Natural spawning is disabled.<br \/>\n&#8211; Spawn chance is too low.<br \/>\n&#8211; Spawn interval has not passed.<br \/>\n&#8211; Current biome does not match.<br \/>\n&#8211; Current structure does not match.<br \/>\n&#8211; Current time does not match.<br \/>\n&#8211; Current location type does not match.<br \/>\n&#8211; `spawn_weight` is missing or too low.<br \/>\n&#8211; Boss file is not loaded.<\/p>\n<p>### Boss music does not play<\/p>\n<p>Possible reasons:<\/p>\n<p>&#8211; Boss music config is disabled.<br \/>\n&#8211; The selected sound event is not registered on the client.<br \/>\n&#8211; Resource pack is not enabled.<br \/>\n&#8211; Sound file path is wrong.<br \/>\n&#8211; Sound file is not OGG format.<br \/>\n&#8211; Client does not have the resource pack.<br \/>\n&#8211; The resource pack was placed in the folder but not moved to the enabled list.<br \/>\n&#8211; Music volume is muted.<\/p>\n<p>Important:<\/p>\n<p>The mod randomly chooses from built-in music and enabled resource packs.<\/p>\n<p>It does not use `bossBattleMusicSoundId`.<\/p>\n<p>### Boss shield does not work<\/p>\n<p>Possible reasons:<\/p>\n<p>&#8211; Global Boss shield config is disabled.<br \/>\n&#8211; `shield_layers` is 0 or missing.<br \/>\n&#8211; The move used does not consume shield layers.<br \/>\n&#8211; `superEffectiveLayers` is set to 0.<br \/>\n&#8211; The move is not super-effective.<br \/>\n&#8211; The move is not listed in `moveLayerOverrides`.<br \/>\n&#8211; Boss was spawned from old or outdated data.<\/p>\n<p>### Boss is too small or too large<\/p>\n<p>Possible reasons:<\/p>\n<p>&#8211; `scale` is set too low or too high.<br \/>\n&#8211; Boss level causes automatic scale calculation.<br \/>\n&#8211; Scale is clamped by the mod&#8217;s allowed range.<\/p>\n<p>### Boss does not glow<\/p>\n<p>Possible reasons:<\/p>\n<p>&#8211; `glow` is not set.<br \/>\n&#8211; Glow color is invalid.<br \/>\n&#8211; Boss was spawned from old data.<br \/>\n&#8211; Another system removed the glow effect.<\/p>\n<p>### Announcement color does not change<\/p>\n<p>Possible reasons:<\/p>\n<p>&#8211; The color name is invalid.<br \/>\n&#8211; The wrong spawn point ID was used.<br \/>\n&#8211; Announcement is disabled.<br \/>\n&#8211; The message being checked is not the fixed spawn announcement.<\/p>\n<p>### Old NeoForge config does not work<\/p>\n<p>Possible reasons:<\/p>\n<p>&#8211; The config was generated before unified config fields.<br \/>\n&#8211; Old grouped TOML sections are still present.<br \/>\n&#8211; Old shield snake_case fields are still present.<br \/>\n&#8211; Old `bossBattleMusicSoundId` is still present.<\/p>\n<p>Fix:<\/p>\n<p>&#8211; Delete the old config file and let the mod regenerate it.<br \/>\n&#8211; Or move the old values to the new top-level fields.<br \/>\n&#8211; Remove old music sound ID configuration.<\/p>\n<p>## 18. Summary<\/p>\n<p>CobbleBoss configuration can be understood like this:<\/p>\n<p>&#8211; Use `unique_id`, `species_id`, `display_name`, and `glow` to define Boss identity and appearance.<br \/>\n&#8211; Use `spawn_rule` to define where and when it appears.<br \/>\n&#8211; Use `reward_rule` and `punish_rule` to define win and loss results.<br \/>\n&#8211; Use `reward_items` for independent reward rolls.<br \/>\n&#8211; Use `reward_pools` for &#8220;roll once, then choose one reward from this list&#8221;.<br \/>\n&#8211; Use `random_configs` to define stats, moves, battle mode, action count, shield, phase skills, held items, form, ability, shiny state, and size.<br \/>\n&#8211; Use config files to control global Boss behavior.<br \/>\n&#8211; Use resource packs to add random Boss battle music.<br \/>\n&#8211; Use fixed spawn point commands to create controlled Boss spawn locations.<\/p>\n<p>## 19. Paid Feature: Multiplayer Team Boss Battles<\/p>\n<p>This is an advanced paid feature.<\/p>\n<p>Data pack path:<\/p>\n<p>&#8220;`text<br \/>\ndata\/cobbleboss\/boss_teams\/<br \/>\n&#8220;`<\/p>\n<p>A Boss team file defines a group Boss battle.<\/p>\n<p>Fields:<\/p>\n<p>&#8211; `team_id`<br \/>\n&#8211; `pokemon_unique_ids`<br \/>\n&#8211; `spawn_structures`<br \/>\n&#8211; `defeat_rewards`<br \/>\n&#8211; `punish_rule`<\/p>\n<p>### `team_id`<\/p>\n<p>Purpose:<\/p>\n<p>The unique ID of the Boss team.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; If no namespace is written, `cobbleboss` is used.<br \/>\n&#8211; Commands can use this ID.<\/p>\n<p>### `pokemon_unique_ids`<\/p>\n<p>Purpose:<\/p>\n<p>The Boss Pokemon unique IDs used by this team.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; These IDs must match normal Boss JSON `unique_id` values.<br \/>\n&#8211; The team system creates Boss Pokemon from existing Boss definitions.<\/p>\n<p>### `spawn_structures`<\/p>\n<p>Purpose:<\/p>\n<p>Controls which structures can trigger this Boss team.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; Uses structure IDs.<br \/>\n&#8211; When a player is inside a matching structure and sends out a Pokemon, the team battle can be triggered.<br \/>\n&#8211; Structure instances are recorded so the same structure is not repeatedly triggered.<\/p>\n<p>### `defeat_rewards`<\/p>\n<p>Purpose:<\/p>\n<p>Rewards after defeating the Boss team.<\/p>\n<p>Fields:<\/p>\n<p>&#8211; `reward_items`<br \/>\n&#8211; `reward_pools`<br \/>\n&#8211; `item_id`<br \/>\n&#8211; `count`<br \/>\n&#8211; `command`<br \/>\n&#8211; `chance`<br \/>\n&#8211; `rolls`<br \/>\n&#8211; `weight`<\/p>\n<p>How it works:<\/p>\n<p>&#8211; `reward_items` behave as independent reward rolls.<br \/>\n&#8211; `reward_pools` roll once, then randomly choose entries from the pool.<br \/>\n&#8211; Team reward pools use the same format as normal Boss reward pools.<\/p>\n<p>Chance note:<\/p>\n<p>If `chance` is greater than 0, that custom chance is used.<\/p>\n<p>If `chance` is missing or 0, the default reward chance can be used.<\/p>\n<p>Example:<\/p>\n<p>&#8220;`json<br \/>\n&#8220;defeat_rewards&#8221;: {<br \/>\n  &#8220;reward_items&#8221;: [<br \/>\n    {<br \/>\n      &#8220;item_id&#8221;: &#8220;minecraft:gold_ingot&#8221;,<br \/>\n      &#8220;count&#8221;: 4,<br \/>\n      &#8220;chance&#8221;: 1.0<br \/>\n    }<br \/>\n  ],<br \/>\n  &#8220;reward_pools&#8221;: [<br \/>\n    {<br \/>\n      &#8220;chance&#8221;: 0.1,<br \/>\n      &#8220;rolls&#8221;: 1,<br \/>\n      &#8220;entries&#8221;: [<br \/>\n        {<br \/>\n          &#8220;item_id&#8221;: &#8220;cobblemon:poke_ball&#8221;,<br \/>\n          &#8220;count&#8221;: 3<br \/>\n        },<br \/>\n        {<br \/>\n          &#8220;item_id&#8221;: &#8220;cobblemon:great_ball&#8221;,<br \/>\n          &#8220;count&#8221;: 2<br \/>\n        },<br \/>\n        {<br \/>\n          &#8220;item_id&#8221;: &#8220;cobblemon:ultra_ball&#8221;,<br \/>\n          &#8220;count&#8221;: 1<br \/>\n        }<br \/>\n      ]<br \/>\n    }<br \/>\n  ]<br \/>\n}<br \/>\n&#8220;`<\/p>\n<p>### `punish_rule`<\/p>\n<p>Purpose:<\/p>\n<p>Punishments after losing to the Boss team.<\/p>\n<p>Fields:<\/p>\n<p>&#8211; `punish_items`<br \/>\n&#8211; `level`<br \/>\n&#8211; `evs`<br \/>\n&#8211; `ivs`<br \/>\n&#8211; `command`<br \/>\n&#8211; `chance`<\/p>\n<p>Chance note:<\/p>\n<p>If `chance` is greater than 0, that custom chance is used.<\/p>\n<p>If `chance` is missing or 0, the default penalty chance can be used.<\/p>\n<p>### `spawnpokemonbossteam`<\/p>\n<p>Purpose:<\/p>\n<p>Manually starts a Boss team battle for a player.<\/p>\n<p>Command meaning:<\/p>\n<p>&#8220;`text<br \/>\n\/spawnpokemonbossteam <player> <bossTeamId><br \/>\n&#8220;`<\/p>\n<p>Permission:<\/p>\n<p>Requires administrator permission.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; `bossTeamId` can be written with or without namespace.<br \/>\n&#8211; If no namespace is written, `cobbleboss` is used.<br \/>\n&#8211; This command is mainly for testing and admin-controlled events.<\/p>\n<p>### Multiplayer Team Battle Behavior<\/p>\n<p>How it works:<\/p>\n<p>&#8211; The system scans nearby valid players.<br \/>\n&#8211; Nearby players must not already be in battle.<br \/>\n&#8211; Spectators and removed players are ignored.<br \/>\n&#8211; The current team battle system is designed around up to 2 players.<br \/>\n&#8211; The current Boss team battle system uses up to 2 Boss Pokemon.<br \/>\n&#8211; This creates a 2v2 raid-style battle when enough players and Bosses are available.<br \/>\n&#8211; If multiplayer conditions are not met, it can fall back to a single-player team Boss battle.<\/p>\n<p>Notes:<\/p>\n<p>&#8211; This feature is best explained after normal Boss configuration.<br \/>\n&#8211; It is intended for servers that want raid-style gameplay.<br \/>\n&#8211; Boss stats, rewards, shield, and `actions_per_turn` should be balanced carefully for team battles.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A mod 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