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 Sep 27, 2014@ferrago
Installed v2.0.3b. Unfortunately the bug seems unsolved yet. Check this log: http://pastie.org/9599388
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Posted Sep 26, 2014@ferrago
So I did some testing, and for whatever reason if you have
1.Conquestia Mobs
2.SkillAPI
3.Item Lore Stats
It cancels out the extra EXP given? I think this may be a direct conflict with SkillAPI and ILS not your plugin, because I use to use those 3 except instead of SkillAPI I used Heroes.
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Posted Sep 26, 2014@DOUBLETBSMC
The experience seems to be working for me. Can you please elaborate? I would love to fix this issue for you, but can't if I don't know why it isn't working for you. Send me any errors if there are any. Also send me your config file if you don't mind. And any information you can. Try checking your xp before and after killing a mob. Also I noticed I forgot to implement holograms for SkillAPI, also mob drops. I will add that in next increment.
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Posted Sep 26, 2014@AlteOgre
File was Approved!
There is the fix for your bug. (I hope) Let me know if any more issues :).
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Posted Sep 26, 2014@AlteOgre
Future reference; use pastie.org for long pastes
i think i found the bug. Will upload fix tonight :).
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Posted Sep 26, 2014@ferrago
Ah, yeah, sure, sorry. Hope this is more useful:
(Sorry for the wall of text, couldn't find a spoiler markup code for this forum.)
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Posted Sep 26, 2014@DOUBLETBSMC
Is there any backend spam?
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Posted Sep 26, 2014@AlteOgre
Go into your log file and send me the entire error error message associated with the console spam. The console tells you something bad is happening. The logs tells me why its happening.
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Posted Sep 25, 2014@ferrago
Been using cqm 2.0.2b for 4 days now. Working well in-game, but console is spamming these messages:
08:41:24 CONSOLE: ERROR]: Could not pass event HeroKillCharacterEvent to ConquestiaMobs v2.0.1
08:41:24 CONSOLE: Source) [?:?]
08:41:24 CONSOLE: Source) [?:?]
What causes this? Does it lead to avoidable mem or cpu usage? How can we prevent this?
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Posted Sep 25, 2014@DOUBLETBSMC
I have not had much reception on the SkillsAPI side of my plugin. So I am not sure. In all honesty I have not touched the SkillsAPI side of the plugin since its very first release. I will upload a patch within the next day or two for you. I need to add hologram support to SkillAPI as well anyways. Sorry for the trouble :). Ill send you a PM whenever I release the new patch.
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Posted Sep 24, 2014Hey I was wondering if I was doing something wrong by chance I really love this plugin, however I made the jump from Heroes to SkillAPI (simply because its easier and better IMO) and now the EXP won't scale and apply to SkillAPI even with the settings at true and heroes at false. Also I did scale the exp to 120 just to see, nothing. So then I tried several different versions of your mod (compatible with 1.7.9-10) nothing. So I was wondering if this is a bug or if I'm just doing something wrong?
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Posted Sep 22, 2014@AlteOgre
You are right. I totally forgot to add that in /facepalm. Will upload an update now that fixes it. (Unapproved) Download: http://dev.bukkit.org/bukkit-plugins/conquestiamobs/files/9-cqm-v2-0-2b/
@mobilephone2003 I would love to do something like that, it's actually on my list. The way it would work is if no player is within x amount of blocks from where the mob spawns, it uses settings in the config and distance from a spawn point to generate a level. However is a player IS within x blocks, it would use his level and the distance from him to generate a mob level.
TL;DR: I will add a config option for you relatively soon.
@nullschritt I am going to add in a debug option into the next version of CQM. It will print out some stuff in your .log file. If you are still having problems download the version when it is uploaded and send me the log portion that pertains specifically to mobs spawning with level 0. Or a temp fix could be to make a spawn point closer to your error zone (21000 I think) and set the starting level to wherever you want mobs levels to start around that area.
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Posted Sep 22, 2014@ferrago
Implemented with 0.05 as xp modifier. It doesn't work as you presented though. You mentioned this formula: (heroesXp + (level * multiplier * heroesXp)). But is seems the routine is using this formula: (heroesXp + (level * multiplier)) instead. So, what will you do? Implement the relative xp gain the way you described here or leave it as it is now? I prefer the relative xp gain, dependent on heroesXp.
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Posted Sep 22, 2014Probably a long shot, but could this plugin base mob levels on a player's level?
e.g player that has level 8 has 9 to 10 mobs around him
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Posted Sep 21, 2014@Roshanbo82
Thank you. Let me know if there is anything else I can add. Working on loot drops now. As well as some more cool features. Also working on a new RPG item plugin. That will be a lightweight replacement for ItemLoreStats.
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Posted Sep 21, 2014@ferrago
Working great now thank you this is the only plugin I've been able to find like this and it works great.
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Posted Sep 21, 2014@AlteOgre
@Roshanbo82
I uploaded the new file. In case it takes some time to be approved you can download the unapproved file here.
http://dev.bukkit.org/bukkit-plugins/conquestiamobs/files/8-cqm-2-0-1b/
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Posted Sep 21, 2014@ferrago
Thank you! That will help our implementation too. I was struggling to straighten this up earlier today and tried to set the multiplier to be "ExperiencePerLevel: ((1 + (Level/20)) / Level)", but that resulted in a flatline xp, independent of level, lol.
As soon as you got the new version up, with the modified multiplier formula, we'll implement it for our new map for Somnium.
Cheers!
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Posted Sep 21, 2014@Roshanbo82
So I figured out what it was. The formula for xp did change a bit. It used to be (heroesXp + (level * mult)). That means that each mob would increase linearly despite the starting xp.
So say zombie gives 20 xp, and pig zombie gives 30 xp. Then if we had an xp mult of 1. Zombie: - level 5 -> 25xp - level 10 -> 30 xp Pig Zombie - level 5 -> 35 xp - level 10 -> 40 xp
So notice that both are increasing at the same rate. 1xp per level. I wanted something a bit more dynamic. So that harder mobs would give more and more xp when they get higher and higher levels. So I came up with a dynamic leveling formula.
(heroesXp + (level * multiplier * heroesXp) So this time we will give our experience a lower value, say 0.1. This means that the xp would increase 10% per level. With the same settings as before aside from the multiplier which is now 0.1.
Zombie: - level 5 -> 30 xp - level 10 -> 40 xp PigZombie: - level 5 -> 45 xp - level 10 -> 60 xp
Notice that the pig zombie is increasing by 3xp each level, while the zombie is increasing by 2.
However all that being said there was a bug in 2.0 in which my formula was incorrect and giving too much xp. I will upload the fixed version shortly.
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Posted Sep 21, 2014So I changed back to version 1.3.3 and the xp gain is working fine now