# Boss Fight System Example
import stdlib
from stdlib import event
# Global variables
boss_health = 100
phase = 1
def spawn_boss():
"""Spawn the boss entity"""
asat @p:
/summon minecraft:wither_skeleton ~ ~1 ~ {CustomName:'{"text":"Dark Lord","color":"dark_red","bold":true}', Health:200f, attributes:[{id:"minecraft:max_health",base:200.0d}], HandItems:[{id:"minecraft:netherite_sword",Count:1b},{}], ArmorItems:[{},{},{},{id:"minecraft:dragon_head",Count:1b}]}
/bossbar add boss {"text":"Dark Lord"}
/bossbar set boss players @a
/bossbar set boss max 200
/bossbar set boss value 200
/bossbar set boss color red
def boss_tick():
"""Boss fight logic - runs every tick"""
global phase
# Update boss bar with current health
/execute store result bossbar boss value run data get entity @e[type=wither_skeleton,name="Dark Lord",limit=1] Health
# Check for phase transition
if boss_health <= 50:
if phase == 1:
phase = 2
enter_phase_2()
def enter_phase_2():
"""Boss enters rage mode"""
/tellraw @a {"text":"The Dark Lord enters rage mode!","color":"red","bold":true}
/effect give @e[type=wither_skeleton,name="Dark Lord"] minecraft:strength 999999 1
/effect give @e[type=wither_skeleton,name="Dark Lord"] minecraft:speed 999999 0
# Spawn minions
for i in range(3):
asat @p:
/summon minecraft:zombie ~ ~ ~ {IsBaby:0b,ArmorItems:[{},{},{},{id:"minecraft:iron_helmet",Count:1b}]}
def boss_defeated():
"""Called when boss is defeated"""
/bossbar remove boss
/tellraw @a {"text":"Victory! The Dark Lord has been defeated!","color":"gold","bold":true}
/advancement grant @a only namespace:defeat_boss
# Victory fireworks
for i in range(5):
asat @p:
/summon minecraft:firework_rocket ~ ~1 ~ {FireworksItem:{id:"minecraft:firework_rocket",Count:1,tag:{Fireworks:{Flight:2,Explosions:[{Type:1,Colors:[I;16711680,16776960],FadeColors:[I;16777215]}]}}}}
# Register tick event for boss AI
stdlib.addEventListener(event.TICK, boss_tick)