ConquestiaMobs

Plugin Description:
This plugin was created to add a leveling system to mobs, where their health and damage would scale with their level. I designed it to be as lightweight and configurable as possible. So you will notice in the config file that almost every setting is on a per-world level, if my plugin isn't configurable enough for you let me know. I would be more than happy to make it even more configurable. Works extremely well with HealthBars and mob health plugins. Feel free to post any suggestions or problems I would love to help or potentially add a new feature!
Features:
- Level System: Configurable per world. You choose which worlds to have a level system in!
- Health System - Configurable per world, works nicely with most mob-health modifying plugins including Heroes, SkillAPI, and MobArena. Can be *removed by setting health multiplier to 0. Forumla: originalHealth + (originalHealth*level*modifier). For example a level 10 mob with 20 health originally, and a world health multiplier of 0.2 will have 60 health.
- Damage System - Configurable per world, still a work in progress, easily enabled | disabled. In the process of fully configuring to work nicely with ItemLoreStats.
- MobArena compatible: Works with or without mob arena, easily disabled if you have mob arena and want it left alone. Has the option of increasing mob level per wave.
Config Help
Permissions
Commands
Future
Set Up:
Drag and drop ConquestiaMobs.jar into your plugins folder and restart/start your server up. Upon initial first startup some default config is generated including two spawn points for every world you have enabled. This can be removed or edited as you would like.
IF USING SPIGOT
Change attribute.maxHealth.max from 2048 to 1000000000000 or something higher.
If you get a "health must be between x and 2048 then change the setting in spigot.

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Posted Jul 24, 2014Love this plugin been looking for something like this for a long time. It works great and I've had no issues with it.
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Posted Jun 24, 2014Looking great! Glad to find this. :)
We'll seriously consider to implement this on our custom Terrain-Control designed main world.
We're using both Heroes and MCMMO. Check DawnFire Realms.
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Posted Jun 17, 2014I already use the current xp. But it is current + (current * level * factor). I could add per world settings, yes.
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Posted Jun 16, 2014Could you guys please add experience per level per world? And if possible could you guys use the original mob exp?
i.e: if my experience per level is set to 2 if i kill a level 5 zombie i would love to get 5 (original exp from zombie) * 5 (level) * 2 = 50, but if i kill a level 5 pigman in nether, i would like to get more than 50 (pigman also gives 5 exp)
Thank you guys by the great plugin .
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Posted Jun 12, 2014Thanks! I cannot wait to use this plugin on my server with the next plugin update! =D
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Posted Jun 12, 2014I will look into adding compatability, as well as a choice for my custom loot drop feature
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Posted Jun 12, 2014So from looking on the "Upcoming features" I'm guessing that MythicDrops will not work with this plugin? Just wondering and this is a great plugin by the way! Great Job! Also. will it show the mob's level on top of it's name?
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Posted Jun 9, 2014@ferrago
ok thank you for the tip :)
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Posted Jun 9, 2014@butterfly1633
My plugin does not alter spawning patterns what so ever. All it does is add a level, modify health, and modify damage. Might be another plugin interfering. The reason refreshmobs might seem to be working is that I remove all Monster entities from the world you are in, so this forces MC to respawn the mobs.
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Posted Jun 9, 2014Sometimes mobs don't spawn overnight at all unless you refreshmobs.. no errors and I'm not sure why it is happening.
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Posted Jun 6, 2014Cant wait for loot
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Posted Jun 5, 2014@Beyondor
That would be possible, but would lead to odd spawning results. For example you would need to check which player is closest then set the level to the player level value. Which level value would it be? Following you would have odd results if two players who are completely different levels next to each other. You could average the results between, 2 or 3 players but then you're losing the "lightweight" aspect of the game since performance needed would be doubling or tripling with all the calculations
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Posted May 29, 2014Would it be possible to add an option to instead of spawning harder mobs at a certain location, instead have harder mobs spawn if the player level goes up?
Example: Level 1 mobs spawn around level 1 player, level 2 mobs spawn around level 2 player?
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Posted May 27, 2014@mikedrioel
Sure I will ad it and what do you mean races and classes
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Posted May 27, 2014may you can get a mob re name system in this plugin ? ?
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Posted May 27, 2014Is this plugin useable whit RacesAndClasses together ?
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Posted May 26, 2014Uploaded 1.3.3
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Posted May 24, 2014@huangrkul
No problemo :)
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Posted May 24, 2014@ferrago
You guys are awesome. I feel like once the money and loot system are implemented, people won't need to have so many plugins to do the same things. Thanks for the quick response and I really look forward to all the new features you guys are making.
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Posted May 24, 2014@huangrkul
I will put it on the "ToDo: List" I have experience modifiers for offering more experience for high leveled mobs. I also plan on adding a loot system for controlling loot pools for particular mob-level-ranges. I just uploaded an update adding Heroes experience, and SkillAPI experience modifiers.