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
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This gives the result of creatures 0 - 49 blocks from spawn = Level 1. 50-99 = Level 2, etc
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The distance value of, 50, can be modified by your own choice
What these levels change and add...
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Increases Damage / Health a monster has (these levels play into configurable formulas that increase damage and health)
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Adds armor to creatures at specific increments (configurable)
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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
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Posted Apr 11, 2014@StanoMalek
If i can i'll try to add color support soon! Glad to hear you figured out the region!
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Posted Apr 11, 2014it will be possible to change the color of monsters? example: &green[lvl 1-30] &yellow[lvl. 31-60] &orange[61-100] &red[lvl101-200] ?
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Posted Apr 11, 2014In a small region 10x10x10 creates a region with 100 level and then it goes everywhere 100 levels monsters.
Config: http://pastebin.com/iB0vBbLM Monsters: http://pastebin.com/91QHHZAj Regions: http://pastebin.com/FRZsdFL8 Worlds: http://pastebin.com/M3qhcTj1
Edit sorry: D I'm blind, I can not read: D I repudiate spawn location and it goes. Super plugin, thanks! : D
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Posted Apr 10, 2014Heroes
Its finally here, you can use your experience formulas to give classes scaled exp. Enjoy! as always, please report bugs!
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Posted Apr 10, 2014@firesofhades
Scratch that! Got it working with a work around
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Posted Apr 10, 2014@firesofhades
The only problem I have now with experience event is trying to grab the mob that produced the event... unfortunately thats not in the event already -.-
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Posted Apr 10, 2014@StanoMalek
If you could tell me how specifically you set up the region I can help you debug your problem =)
and if you could copy/paste your regions.yml file!
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Posted Apr 10, 2014@StanoMalek
i noticed monsters walking out of the region, is that what's happening or are there accually mobs of level 25 spawning outside the region?
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Posted Apr 10, 2014Hello, I have a problem with your plugin. Back into the region of level 25, which has a size of 10 blocks. And suddenly they're all monsters in the world level 25 AND no, I did not global:D
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Posted Apr 10, 2014If you are having issues with 1.5.2 there were some formula generation issues you may need to correct, this will be fixed in the next version coming this week
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Posted Apr 10, 2014@firesofhades
Ah thats what i was trying to find, thankss
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Posted Apr 10, 2014just a suggestion:
/hero admin exp <player> <class> <amount>
@Roshanbo82
isn't it possible to put this as a onDeath command? i understand its a hassle to do this for each lvl. but it might be a tmeporary solution at the least. edit: sorry, i understand that won't work as you don't know the class...
@lorinthios
you could just check if heroes is loaded(or make a config setting for it) and if it is, you just call the heroes command to add the exp instead of adding it to the player.
edit:same here, you would still need the api to retrieve the class....
srry for wasting time guys :(
looking at the heroes api, can't you just do this?:
you'd have to put this event in a seperate listener class that only gets constructed if heroes is found, to make it softdepend.
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Posted Apr 9, 2014@Roshanbo82
I would like to set that up, probably a bridge plugin. However i'm still trying to figure out the heroes api to make that work. I'll probably use the experience formulas for the bridge but i'm not sure how soon you can expect this feature.
The sooner i can figure it out, the sooner i will =)
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Posted Apr 9, 2014Is there a way to make this work with heroes so higher level mobs give more heroes exp?
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Posted Apr 9, 2014@UltrafaceGuy
No dont worry about it. If you figured out the formula issue then i just need to fix the formula generation. Is it working for you otherwise?
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Posted Apr 9, 2014I can't replicate the error after having fixed my configs. Do you still want me to test the new file?
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Posted Apr 8, 2014@lorinthios
I haven't tested the new file yet, I will as soon as I can. The error came from me not having the experience formula defined for some mobs.
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Posted Apr 8, 2014@UltrafaceGuy
Link Removed: https://www.mediafire.com/?h4pzb5nnvki8qn5 try that file
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Posted Apr 8, 2014@UltrafaceGuy
darnit! working on it now
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Posted Apr 8, 2014@lorinthios
BOOM tested before its even approved, error in the newest version :3
http://pastebin.com/raw.php?i=yA2EdiuQ