LorinthsRpgMobs

This is a simple 'plug and play' plugin that adds a difficulty to creatures, and a Level Indication based on their distance from Spawn. The current formula to get the mobs level is by default as follows....
(((Distance from closest spawnpoint) - CenterBuffer) / Distance) + 1 = Mob Level
-
This gives the result of creatures 0 - 49 blocks from spawn = Level 1. 50-99 = Level 2, etc
-
The distance value of, 50, can be modified by your own choice
What these levels change and add...
-
Increases Damage / Health a monster has (these levels play into configurable formulas that increase damage and health)
-
Adds armor to creatures at specific increments (configurable)
-
Gives different loot drops based on level
Level Regions
Level regions can be created (in conjunction with World Guard) to create zones of stronger/weaker mobs!
You simply create a level region with the worldguard id and give it a level!
From there you can customize mob names based on regions!
Mob Variants
Commands
- /lrm - displays all available commands of the ones listed below (if not listed check permissions)
- /lrm butcher [radius] - kills all entities loaded in world that aren't tamed
- /lrm region - access to all region commands
- /lrm reload - saves/reloads config files
- /lrm spawnpoint - access to all spawnpoint commands
- /lrm update - updates the plugin, takes effect after server restart
Permissions
- lrm.admin - gives access to most the commands above
- lrm.butcher - gives access to the butcher command
- lrm.update - gives access to /lrm update - uses auto updater to allow for automatic updates!
Videos
- Mob Hunting
- Battlelevels
- Heroes
- Skill API
- EnchantmentApi
- MythicMobs
- Health Bar
- Mob Health
- Elite Mobs
- Quests
- DungeonsXL
- MMOCore
- MMOItems
- RedProtect
- GriefPrevention (and GriefPreventionFlags)
- TardisWeepingAngels
- WorldGuard



- bukkit version
- LRM version
- links to a Pastebin including your config files and the error
-
View User Profile
-
Send Message
Posted Aug 4, 2014@BritishBob
i could be wrong, but it looks to me like you are using version 1.7.9. there is no 1.7.9 compatiblility yet.
that said, it looks like the snippet misses a few lines on the bottom after "caused by...", could you check if you missed that part? it's usually the most usefull part.
this is a complete stacktrace, and as you can see, the usefull stuff mentioning lrm is below the "caused by..." line. http://pastebin.com/hwBBn71Z make sure to take everything up to the line that mentions how many more errors there where "...and xx more."
this post might be somewhat helpfull, if you run 1.7.9 and can't wait: http://dev.bukkit.org/bukkit-plugins/lorinthsrpgmobs/?comment=337
@p82183645
yes, your grammar doesn't make it easy.
if there is a stacktrace in the server console, copy it from your log and upload it to i.e: http://pastebin.com. then post the link here.
can you describe what you do to make the problem happen in some keywords? like: "player hits a zombie with arrow." or: "skeleton hits any mob with arrow."
-
View User Profile
-
Send Message
Posted Aug 4, 2014So I had this up and running fine, but it seems to be throwing errors when using it with multiverse. It seems to be linked with mobs that are in a world that has no player in. It's generating some rather large log files... XD
Here's a pastebin of what it's throwing: http://pastebin.com/fDvc9LyK
I will also mention I do have mobs turned off in some of the worlds within multiverse. While it still works, it's causing some lag as it's generating massive log files.
-
View User Profile
-
Send Message
Posted Aug 4, 2014Found serious problems:
-
View User Profile
-
Send Message
Posted Aug 4, 2014@firesofhades
Thanks for the info!
A bit inconvenient, but it works :3
-
View User Profile
-
Send Message
Posted Aug 4, 2014@TheBCKC
i took a look at healthbar's page and this line:
"Shows on custom named mobs and restores the name after the bar has disappeared."
says it all i think, don't let healthbar change the name to keep the lrm tag(and level). i think you use:
this does mean you can't see mob health before you attack, or the level while you are attacking.
-
View User Profile
-
Send Message
Posted Aug 4, 2014@KudiMC
it's being worked on ;)
i would also like to point out that there is barely any difference between 1.7.4 and 1.7.9, these where mainly updates for skins and realms, and a little bit of server optimization. going back to 1.7.4 will not effect gameplay and with the "new" launcher people shouldn't have trouble getting their client on the right version. so that might be a solution untill a 1.7.9 version comes out. most plugins should not break because of this, the few that do are easily replaced by an older version.
-
View User Profile
-
Send Message
Posted Aug 4, 2014Can you please add a version compatible with 1.7.9?
-
View User Profile
-
Send Message
Posted Aug 4, 2014@TheBCKC
i know, which is why i thought lrm 2.0 wouldn't be compatible, as it changes monster ai as well. it could be your fine if you don't use the rpg spawners tho.
other then that you should be okay as long as you toggle health/damage in MA. only way to know for sure is to test it.
i have never used healthbar myself tbh, but i know a lot of other users do. and its in the list of compatible plugins for a reason. if something weird or unexpected would happen, one of those people would have said something, i think.
is it really important to know things like the format of the nametags beforehand? i think at this point a test would be easiest
-
View User Profile
-
Send Message
Posted Aug 4, 2014@firesofhades
Haha, the whole point of using this with MA would be the ai changes
The health and damage attributes are toggle-able, so I was wondering something more along the lines of "does this mess with anything other than the attacks and health of mobs?"
Also, how should I expect the health bars to work...? The mob name shows health bar before the level? After the level? Both edit the entity's name, so... it's not as self-explanatory as you make it out to be :/
-
View User Profile
-
Send Message
Posted Aug 4, 2014@lorinthios
i hope the dungeon generator works out, sounds really cool :P i suspect you're already thinking about this as well, but combine this with your own or heroes party/raid system, and also provide an exp bonus on completion.
@TheBCKC healthbar should work as you expect it.
but monster apocalypse will probably clash, as both plugins mess with mob ai and mob attributes. you can try disabling the changes apocalypse makes to monster atributes and stuff like that, and pick a lrm version without ai (or in the future a version that allows you to disable the ai)
make sure only one plugin does a certain thing (like changing mob health or behaviour). i hope you can get it done :P
-
View User Profile
-
Send Message
Posted Aug 3, 2014Nice plugin, loving all of your RPG plugins, actually.
Two quick questions:
1) How well does this play with Monster Apocalypse?
2) How does this interact with HealthBar? Does compatible mean that both monster level and health will be shown?
Edit: Also, where's the donation button?
-
View User Profile
-
Send Message
Posted Aug 3, 2014@firesofhades
I was actually just thinking that earlier haha, get outta my head! But yeah that would be an easy way to keep the same jar with an option for those.
Also, I've got a dungeon generator on the way. Kinda like dungeon8r but inspired by rogue like procedural generation. Gonna let people modify and create different types of dungeons such as a small dungeon would have between 4-7 rooms and loot chests would contain leather items(possible hook for mythic drops, or other requested plugins). To allow for exploration and dungeon crawling to be fun, even for the server developers!
-
View User Profile
-
Send Message
Posted Aug 3, 2014@lorinthios if you're still worried about the /reload crash:
perhaps you could make an option to disable the custom AI, and check for this setting before you load the custom AI's. much like you do when you want a soft-dependency like your heroes hook.
that way people can make the choice themselves.
-
View User Profile
-
Send Message
Posted Aug 2, 2014@madtomic
i have tried lrm1.5.2, lrm1.6 and upcoming lrm2.0 with cb1.7.2-R0.3, and all seem to work just fine. can you describe the problem you are having?
-
View User Profile
-
Send Message
Posted Aug 1, 2014@lorinthios
Can you add support for cb1.7.2-r0.3?
-
View User Profile
-
Send Message
Posted Jul 30, 2014@firesofhades
and its here, Dev 2.0
-
View User Profile
-
Send Message
Posted Jul 30, 2014DEV 2.0 is up for download!
I will make an updated version for 1.7.9, but I'm sure most people are sitting on these versions until 1.8
-
View User Profile
-
Send Message
Posted Jul 29, 2014@firesofhades
Yeah you're right, its more of a bukkit end since I'm working into NMS. But I do already have a command /lrm reload for ymls. So I guess I'll put up the early 2.0 Dev version tonight!
-
View User Profile
-
Send Message
Posted Jul 29, 2014@lorinthios yes :)
for your own plugin, you make a /lrm reload, that will reload the yml files. so people don't need to restart while they are tweaking settings.
people who care about the experience of their players and the quality of their server shouldn't complain about a crash on /reload, as they shouldn't use /reload in the first place. just plan a 20sec-5min maintenance when least players are on, and test configurations on a testserver. if you warn players and give them time to finish what they are doing, and tell them its to make the server they already love even better, any respectable player will understand.
and if the problem your having is like i described, it probably won't be fixed without a modded bukkit, and people would hate that even more.
-
View User Profile
-
Send Message
Posted Jul 29, 2014@UltrafaceGuy
I'll see what I can do! =D