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 19, 2014@lorinthios
ah i see, doh XD
-
View User Profile
-
Send Message
Posted Aug 19, 2014@firesofhades
I think he's talking about the MC spawners not my Plugin spawners. But you can turn the "spawnerAllowed" to False(in config.yml), to disable the mcSpawner mobs from having levels and making them normal MC mobs.
But fires, the cool down is in seconds. I convert the number to ticks in my plugin for convenience.
-
View User Profile
-
Send Message
Posted Aug 19, 2014@tiagoratto
about the second point, if you aim to make spawners useless for traps by limiting their spawns you can already use this plugin for that, set a low max amount of mobs and a high respawn delay.
i.e.:
i'm not sure if the cooldown is in ticks or seconds, but i assumed ticks so this would spawn max 3 zombies every minute
with the first point i would like to warn for how mc's spawn protocol and java garbage collector work in a situation like that, you can't just cancel a spawn and be done with it. it could cause a lot of ram usage because mob objects are created, then "removed" (still taking up ram untill java garbage collector comes along), then a new mob will be spawned to get to the spawn limit. the mob that spawns in place of the removed mob might be a mob you also remove, creating another useless object in you ram, if the cycle repeats, you will have to deal with performance issues because your server keeps hitting its ram limit very quickly.
-
View User Profile
-
Send Message
Posted Aug 19, 2014@tiagoratto
Ah, this was brought up previously. Allowing a toggle for mobs (mainly passive). This is still an idea I need to implement and wouldn't take long!
The other idea with controlling mob spawns, I've not tried messing with the amounts of creatures just with the creatures that do spawn. That being said if you wanna point me to the plugin you're using I can check it out and get and idea of how to do it!
@TemplarSoul
This is an interesting idea! I definitely want to get this implemented as I feel people would use it!
-
View User Profile
-
Send Message
Posted Aug 19, 2014Hello there, your plugin rocks! But I have a suggestion for you. In the server I play and test features for the admin I've noticed that all mobs get levels, I also noticed that you can spawn mobs of a certain level based on a wolrdedit region.
Based on that information I've created an chicken farm in the map border, where chickens spawns around level 160. Then put then confined in a corridor with hopper beneath them and store all the eggs. To finish, I've created a dispenser and routed all the eggs to it, so I can spawn the chickens using eggs and get all the tasty XP. The problem with that it that with a full big chest i can get like 60 levels by powerplay. I know that we could use the worldedit region integration to kinda fix that, but it would require as much work as enforcing players yo not do that.
Another thing we noticed players doing is finding an spawner far from the center and build a trap to asphyxiate mobs on it.
My suggestions are:
- That we could set limits per mob ID by world and region to prevent spawning worthless mobs like chickens, fish and etc with high levels.
- We managed to make the spawner trap worthless that by limiting the its spawning rate using another plugin, but it would be nice to control that from yours.
Thanks in advance.
-
View User Profile
-
Send Message
Posted Aug 18, 2014Hi, I was wondering if maybe you could add a way where the mobs names change at a certain level? example...
Husk - levels 1 - 20 Zombie levels 21 - 40 Revenant levels 41- 60
so on and so forth...
-
View User Profile
-
Send Message
Posted Aug 18, 2014@firesofhades
Yeah thats a simple fix (just overlooked), but I can definitely put that in tonight!
-
View User Profile
-
Send Message
Posted Aug 18, 2014@lorinthios feedback time :D.... :(
the error in this post(@firesofhades) is indeed gone, the issue still seems to be there though.
i hope this wasn't the issue you hoped to fix but on /reload my spawners still spawn new mobs while leaving the old mobs. perhaps keep a list of spawner mob UUID's, and kill them off on disable? remove them from the list on death and despawn ofcourse.
-
View User Profile
-
Send Message
Posted Aug 18, 2014This is looking really good. It would be great to assign certain mobs to drop extra items, and I can see that this is on your to do list. Looking forward to that!
-
View User Profile
-
Send Message
Posted Aug 17, 2014@p82183645
If you're using 1.7.9, I've uploaded a new file [Beta 2.0.2], hopefully it'll fix some issues! If not just send the stack traces my way!
-
View User Profile
-
Send Message
Posted Aug 17, 2014-
View User Profile
-
Send Message
Posted Aug 16, 2014Waiting until my new headset gets here to do a better recording. But it will be done!
-
View User Profile
-
Send Message
Posted Aug 14, 2014@firesofhades
ah yeah thanks. It was a long upload so I haven't gotten back to this till now =(
But I'll set it up! Thanks fires!
-
View User Profile
-
Send Message
Posted Aug 14, 2014@lorinthios
no video for me :( it is says its to long. perhaps cut it up and upload it as 2 parts ;)
-
View User Profile
-
Send Message
Posted Aug 14, 2014NEW Tutorial video!!!
As I say above, the mic is a bad quality mic (it was all I had on hand). Also I am not a professional video creator or even a great speaker. But I'm sure it will get the idea and explain how to configure the plugin.
YES IT IS LENGTHY. I tried to keep it short, but theres a lot of info to go over and I wanted to make sure anyone could listen/watch and understand. If there is any confusion you can always ask on here or contact me on skype, I have the same user name. Just say in your friend request that you are contacting me for help about this plugin.
Hope the video helps!
-
View User Profile
-
Send Message
Posted Aug 14, 2014@kittsfu
Thanks kittsfu!
The bukkit community is just such a great place to give plugins and such cause theres awesome supportive people who just love games/new functionality. So people like you are what encourage me to keep updating =D
But I plan to keep this going for a while longer at least to update to new versions if not add new feature requests as well =)
-
View User Profile
-
Send Message
Posted Aug 13, 2014@p82183645
i assumed you were running on cb 1.7.2 because you said you ran heroes 1.5.5.1. so i choose lrm 2.0 for 1.7.2. i was able to recreate the isseu. but still kinda stumped at what it could be.
i tried cb 1.7.9 + heroes 1.5.5.3 and lrm 2.0.1. same issue, but there is 1 key difference. this time i'm getting a stacktrace. yay :D. i think this error is the reason heroes can't process the damage correctly, even tho it doesn't show up in the earlier version. this error happens every time i hit a mob, doesn't matter what mob or what weapon. i used default configs for heroes as well as lrm.
i think lrm comes before heroes in the stack, so when lrm errors the stack is cancelled and heroes doesn't get its turn. leaving the server to handle the damage normally.
http://pastebin.com/6PrXfZGs
edit-
i just tried without heroes and the error is gone. i wonder what heroes changes to cause an error like this. anyways this is more info on the error and some workarounds, not sure if it can be apllied in this case tho, as i don't know heroes role in this.
http://stackoverflow.com/questions/11323415/is-eclipse-juno-wrong-with-this-ambiguous-method-error?lq=1
-
View User Profile
-
Send Message
Posted Aug 13, 2014@p82183645
in that case, could you supply me with this information?
-
View User Profile
-
Send Message
Posted Aug 13, 2014I have to commend your spirit, Lorinthios. I remember when you first started, and i've checked once in a while - since i was curious - and you have yet to slow down your updates and/or engagement with the community in the comment section.
+1 still best plugin dev of the year :)
Best wishes.
-
View User Profile
-
Send Message
Posted Aug 13, 2014Delete lrm bow damage back to normal. Use lrm bow damage only 10