BloodMoon
Description
This plugin will add a blood moon event to your server, each night has a configurable chance of a blood moon. During a blood mood the game is made a lot harder:
- Skeletons shoot faster.
- Skeletons shoot fire arrows (that start fires).
- Zombies spawn with weapons and armor.
- Mobs can break blocks when focused on a player.
- Hostile mobs have more health.
- Small chance of your sword taking massive damage with each strike.
- Creepers have much more powerful explosions (that cause fire).
- Any hostile mob killed has a small chance of coming back as a zombie (or other mob).
- A mob will spawn if you try to sleep.
- More mobs will spawn.
- Mobs will drop more XP when killed.
- Mobs will drop more items when killed
- Mobs will target players from further away
- Mobs will move faster
- Custom texture pack during a bloodmoon, the default one makes the moon red.
All of the features can be configured for each world. See the config section for more information.
Bug Reports / Suggestions
If you find a bug, encounter a problem or have a suggestion, please fill out a ticket via the Tickets link above. I do not have the time to read through the comments section, any comment that fits the previous three categories will be ignored.
Commands
- /bloodmoon start - Starts a bloodmoon event.
- /bloodmoon stop - Stops a current bloodmoon event.
- /bloodmoon next - Schedules a bloodmoon for the next night.
Permissions
- bloodmoon.admin.start - Allows the player to manually start a bloodmoon
- bloodmoon.admin.stop - Allows the player to manually stop a bloodmoon
- bloodmoon.admin.ignore-world-lock - Allows the player to leave the world even if the bloodmoon is active and the lock-in-world feature is enabled
All of these default to OPs only.
Config
Information relating to the config file for this plugin can be found on the config page.
Potential Conflicts
Due to limitations of the Bukkit API, this plugin has to override certain methods from the Minecraft source. If any other plugin replaces the same things it will not be compatible with BloodMoon and weird stuff may happen ! You would still be able to use both plugins but you would need to disable the break-blocks option in the config file, even them some features of either plugin may not work properly.
Contributing
Contributions to the project are very much welcome, if you have a feature that you want implemented and know a nice way to do it then consider forking the repo and submitting a pull request. These will be accepted as long as the following simple guidelines are followed.
- Do not edit the structure of the pom.xml file, feel free to add a dependency if you need it but the formatting and structure should not be changed.
- If you are exposing a new API method, add a JavaDoc comment to it, but don't over-comment internal code.
- Follow the existing code style, don't antagonise over every space though !
All dependencies that are used are now available from a public Maven repo, so you don't have to worry about building several other projects just to add a simple change any more.
Source Code
Dev Builds
Changes Since Last Release
Download
Development builds of this project can be acquired at the provided continuous integration server. These builds have not been approved by the BukkitDev staff. Use them at your own risk.
http://bukkit.jacekk.co.uk:8000/job/BloodMoon/
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Posted Feb 10, 2013@ronfkingswanson
You ask a lot of questions :P Here are my replies in order.
Yes.
That can also have a chance I guess.
It should work on glass, you would enter "GLASS" in the config file.
No, but I can make it so that multiplier is allowed to be below 1.
Yes.
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Posted Feb 10, 2013Could mob block-breaking show the visual breaking animation like mining or zombies currently do to doors?
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Posted Feb 10, 2013LOVE THIS!!!
Could we possibly get a "chance" on the fire arrows (so they're not always on or off)?
Also love the block-breaking, but with large groups of mobs the sound effects are getting rather thick and loud - you might want not want to have the sound be played for every hit of every mob. Or they need to be delayed or staggered somehow...
Also on block-breaking - GLASS doesn't seem to work (they can't break it)..
LOVE that you've allowed for ignore-spawners with drops! This is crucial for our map (too much loot otherwise. Any chance you could have the opposite of "more-exp" or "more-drops"? we need "no-drops" to make loot much more rare...
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Posted Feb 10, 2013@wide_load
thx! i think this is what i need :)
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Posted Feb 9, 2013@hazel63574
You need to use the values from the EntityType and Material enums. I should catch the error condition really.
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Posted Feb 9, 2013Also, i want to ask a question.
mob like cavespider and pigzombie, should i use CAVE_SPIDER and PIG_ZOMBIE or CAVESPIDER and PIGZOMBIE?
have the same problem on block type.
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Posted Feb 9, 2013v0.22.1 fixes the compatibility with EpicBoss and hopefully MobArena. It also adds the nether-sky feature :D
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Posted Feb 8, 2013@ed58
It's already possible to disable all of the features in a specific world, the issue is probably that the mobs are still replaced with my custom one, something that has to be done to prevent errors in the way the world is saved.
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Posted Feb 8, 2013I would love to see Mob arena and Bloodmoon both work properly as well. I liked that multiworld idea. But it appears even that doesn't work. Is it possible to give BloodMoon its own multiworld support? so perhaps it actually can be disabled per world. Or is that what the issue was in the first place?
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Posted Feb 8, 2013@Xehara
It might not be possible to fix :/ You can try disabling the more-mobs and more-spawning features.
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Posted Feb 8, 2013I moved the mob arena to another world but it was still conflicting. BloodMoon was overriding the protection function of Mob Arena, causing mobs to spawn in inactive arenas and not despawn after all Mob Arena participants had died. I removed BloodMoon and Mob Arena began functioning normally. I'd love to use both so do you think there is a way to fix the conflict?
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Posted Feb 8, 2013@Xehara
I'll add config reload to the list, The MobArena thing is already on there, although it might not actually be possible to fix it :/
@SmashboxGaming
Hmm, you mean the more-mobs feature ? It would have to be up to WorldGuard to check the spawn type for mobs added by other plugins rather than up to me to check each region protection plugin's API.
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Posted Feb 8, 2013@Xehara
Move your mob arena into a different world where BloodMoon is disabled :)
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Posted Feb 8, 2013@wide_load
:(
It doesn't play nice with WorldGuard (mob spawning)
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Posted Feb 7, 2013Can you fix this to be compatible with Mob Arena? Currently when entering an arena during a Blood Moon, the bosses go invisible and the mobs predetermined for the waves are changed to whatever would've spawned during the Blood Moon.
I'm not sure if this needs to be fixed on their side or yours, but I've informed them of the conflict too. I'd love to be able to use both plugins together.
Oh! And can you also add a reload function? Thank you.
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Posted Feb 6, 2013@wide_load
Spout wont be discontinued for another couple of months though :[
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Posted Feb 5, 2013@wide_load Doesn't seem to work that way for me. I've attempted multiple times. Going through about 3 minecraft days and 3 minecraft nights with Bloodmoon set at 100% chance just so it comes all 3 nights. Any suggestions?
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Posted Feb 4, 2013@wide_load
I believe I've went a whole night to check. But Perhaps I'll try again and know for sure.
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Posted Feb 4, 2013@ed58
Weather should reset once the BloodMoon is over, it's based on the amount of time though so if you are changing the time that could break it.
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Posted Feb 4, 2013@wide_load
Seemed to solve the problem. Not too sure what that was doing there :P
One more little suggestion for a future update: Option of Making the Thunder Storm turn off once the Blood Moon is over. Kinda bugs me that all the mobs are still there. even if they are reset to their original types xD