MegaCreeps
A mighty tool that allows to create, modify and replace monsters/bosses with custom attributes, such as:
- Special abilities,
- Maximum hitpoints,
- Potion effects,
- Itemsets,
- Drops,
- Experience drops,
- Mounts
- Attack damage
- Custom strength rating to replace natural spawns
Extended description:
- Supports multiple worlds with own configuration sections for each.
- The item names and lores allow to drop so-called epic-gear and can use unsafe enchantments.
- You can create and edit setups out of the game or edit them in their own .txt files. Creating setups out of the game, you need to have a setup book in the inventory. "/mc" tells you how it has to be set up. Your potioneffects will also apply to the setup with almost infinite duration. If you wish shorter potioneffects to take place, you will have to modify the duration in the .txt file.
- You can replace normally spawning mobs with MegaCreeps. This is further supported, giving you the ability to modify the relation between stronger rated and weaker rated mobs. You can do the rating yourself.
- The plugin comes with a number of basic setups that will always be present. You are free to edit them or take them out of usage by deleteing them from the config.
- The bounty can be modified. You can drop virtually everything. Please note: Not all deathcauses make the MegaCreeps drop their items. Mob traps with such things as lava or pistons fail to get the mob's drops.
- Special abilites can be used. You can look up the currently active abilities for a list.
- There is an API for modders that want to customize the usage.
Links and Infos:
You can support my developing time by donating. The more people donate, the more time can I invest into this plugin.
TXT files and how to edit them
Quicklink to creating custom items
How do I do...? (FAQ with some basic line examples)
Some servers that use this mod
Updating
From version 0.1.0 ->0.1.1
(none needed, automatically updates)
From version 0.0.9 ->0.1.0
(none needed, automatically updates)
From version 0.0.8 ->0.0.9
(none needed, automatically updates)
Personal thanks, contact and favors:
If you need to, you can contact me at my business skype account: demaggobukkit
You can ask me to add your server to the list "servers using this plugin"
Thanks go to the team of timberman.de, giving me the possibilities of good testing and fun for all the years.
This plugin is still being developed. Please report bugs and problems you found.
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Posted Oct 6, 2013@Flamestar666
Hello Flamestar666,
As for your special abilities and subtypes, it would be helpful if you showed me what you created, so I can check it for mistakes. Equipping specialized heads, using unsafe enchantments and setting item names will be possible in the next version, as mentioned in the "Updating" section.
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Posted Oct 6, 2013I have a request and a problem
Every time I try to use the subtype or lightning effect, I seem to get an error in the console saying that the line will be ignored
also I'm having an issue forcing a mob to equip a head
as for a request, would it be possible to either add an option or enable "unsafe" enchants on items? and possibly renaming them? that would be a great addition I think
other that that, great plugin, I love using it and I use it whenever I can
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Posted Oct 2, 2013@Satyrcyn
At the version I'm currently working on, this is already implemented. It needs some more testing and I want to add the weakness and maybe the AI specials before I release it.
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Posted Oct 2, 2013Just stopping back to say, this plugin is great and DeMaggo is the single most helpful plugin designer I have ever met. this guy will come to your server and personally solve problems with his plugin. He even designed me a custom addition to the plugin to meet my needs.
DeMaggo, if you would be so kind as to add rapturesurvival.enjin.com to your list of known servers using this plugin (name of server; Rapture Survival)
If you find it easy enough to do, I would love to see capital letters allowed in the mob names in future versions of this plugin. Thanks again for all of your help and keep making awesome things!
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Posted Oct 1, 2013The documentation already contains a few things that are going to be in the next version.
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Posted Sep 26, 2013@Satyrcyn
Hello Satyrcyn,
the plugin will replace whatever it can from the setups you added to it.
Example:
Lets say 10% of your pigmen are meant to be replaced by level 3 setups. A pigman is about to be spawned. The plugin takes its list and looks up its level 3 setup list for pigmen. If you didn't define any level 3 setup for pigmen, the plugin cannot find any, so it will leave the pigman untouched. Thus, 10% of your pigmen will stay untouched/normal.
Simply fill the gaps there ;)
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Posted Sep 26, 2013Hey DeMaggo
I love this plugin, it makes a fantastic replacement for Customspawners on my server, but I have a problem. I can't seem to make the custom mobs completely replace the vanilla mobs. I have a nether map, and I have custom mobs set to spawn, but the map spawns both the usual zombie pigmen and such AND the custom mobs. My config looks like this;
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Posted Sep 24, 2013@DeMaggo
I can't believe I didn't see that page, I'm sorry :( Thanks for the help though!
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Posted Sep 23, 2013@KabouterJapsy
There are so called subtypes. Wither skeletons are the subtype of a normal skeleton. Villager zombies and baby zombies are also defined as subtypes. A full list of the current subtypes can be found on the "TXT files" site.
Wither skeleton: type=skeleton and subtype=1
Villager zombie: type=zombie and subtype=1
Baby zombie: type=zombie and subtype=2
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Posted Sep 23, 2013I love this plugin!
But is there a way to set the type of a monster to baby zombie, or villager zombie? I've tried some combinations but it always said invalid type. Also, it says that Irongolem and Witherskeleton aren't valid monsters either. I also tried WitherSkeleton, Wither_skeleton, Wither_Skeleton, ... but no success
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Posted Sep 11, 2013@LethalMetropolis
I tested it out on the testserver. If you go real close to the mobs, the name is displayed either way. This is an issue of the client or bukkit. I'll see if I can pull a workaround that is optional. This would remove all mobs when a chunk is loaded and not put any name on them.
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Posted Aug 31, 2013@LethalMetropolis
im not at home for like one more week. ill have another look into it when im back from vacation. after editing the config manually you need to restart. it worked fine on the test server before. if you use another plugin that displays stuff above mobs head, it will turn mob names back on.
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Posted Aug 27, 2013Hello DeMaggo, I believe that Erudin1 may have been correct in reporting the "showCustomNames: false" issue. Upon entering false in the config, mobs still spawn with names above their heads. They are not mobs from prior to the change also, newly spawned mobs still retain the names entered. I am hoping that I may be able to recieve some assistance with this issue. Thank you, The LethalMetropolis
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Posted Aug 1, 2013@MasculineBulldog
Maybe. It might get resource intense, though, since I would just stop the mobs and they would search for players again and again...
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Posted Aug 1, 2013@DeMaggo
Could the mob AI work if mobs can no longer register the player/villager as a hostile? So zombies literally wouldn't be able to find villagers.
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Posted Jul 31, 2013For Some reason the plugin wont load on my server
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Posted Jul 29, 2013@DeMaggo
How about names? I mean, you can name an item in vanilla server by anvil. So it has to be somewhere in code. Im totally green about coding
And drop rates of items. Drop rates are crucial :D
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Posted Jul 29, 2013@Sydael
I looked it up and know what you are talking about now. Shouldn't be too hard to implement, but its gotta be read from the txt file...
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Posted Jul 29, 2013@DeMaggo
Higher enchantment levels are possible with Essentials with the "unsafe-enchantments:" option set to true in config. And they work using a /enchant command to add them.
I don't really know enchantment plugins.
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Posted Jul 29, 2013@Sydael
This buildup for a .txt file may not be accurately interpreted. Instead, I could read in plain text for the lore, even for the enchantments and decode these.
As far as I know, Bukkit checks for max levels of enchantments when you want to use these, so there is no "legal way" to power these. Other plugins might modify the onDamageEvents to just set the weapons damage to higher. Now the question is how these other plugins recognize their items. If they just check for item names, you would have to give this item a particular name and a custom description.