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 28, 2013@DeMaggo:
yeah, sorry about that. Since we're still ironing out all the kinks and wrinkles before we officially launch the server network, it's whitelisted.
Anyways, coords seems like a great idea, just the fact that it's not possible to specify/edit a mob spawner bums me out a bit. Either way, still using your plugin :P
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Posted Oct 28, 2013@Acrynios_
You can replace mobs that spawn from a spawner, but not explicity create a spawner for a special type by now.
The /mc spawn command has a version that uses coordinates and can be used by command blocks.
I tried to join your server in order to speak to someone but couldn't connect since you run a whitelist.
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Posted Oct 28, 2013Is it possible to have these mobs spawn from a spawner via NBT or commands? It would be amazing if we could define our own entity IDs, so we could spawn them from spawners.
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Posted Oct 21, 2013If you are updating, please make sure to check out the "Updating" section! There are bigger changes!
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Posted Oct 16, 2013@Satyrcyn
Did you update your zombie setups? As of 0.0.7, Megacreeps does not use IDs of items, effects or enchantments any more. If you used IDs there, the setups are not read.
€: It would be helpful if I could catch you at earthly times.
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Posted Oct 15, 2013@DeMaggo
I tried your beta build, and have no megacreeps at all on the server, only vanilla mobs.
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Posted Oct 12, 2013@Satyrcyn
I don't know when I'm done. Got a bunch of work to do for my studys at the moment.
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Posted Oct 12, 2013DeMaggo, can I get an ETA for 0.0.7?
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Posted Oct 9, 2013@Flamestar666
The chance is one of the things I want to add for .7.
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Posted Oct 8, 2013@DeMaggo
one last thing (I PROMISED!)
Is there a way to configure a drop chance with custom items? and the ability to #command would be fantastic too in the setups
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Posted Oct 8, 2013@Flamestar666
That sounds fine. I'll have a look on how to make this user friendly. As I said before, I'm having some things to clear up. Technically, I shouldn't even spend my time here reading comments. x)
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Posted Oct 8, 2013@DeMaggo
I figured it would be something complex for hostile Golemm
Now for my feature request! My request is the ability to run external commands (through the console is possible) as a special on a target, so it would do say... special=onDeath:runcommand:'announce <PLAYERNAME> has killed cuddlebutts!' and other fun parameters like <target> <entity>, etc
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Posted Oct 8, 2013@Flamestar666
I could add a Bability that sets a delay, that's quite a sweet idea. For hostile Golems and so on, I'm planning to add AI attributes, but this would take quite a bit of time and I don't know if it's going to be in version .7.
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Posted Oct 8, 2013@DeMaggo
Wouldn't it be possible to simply add a delay to specials? So they cannot trigger or are ignored with an option if it's within it's cooldown period?
Also, question. Is it possible to spawn hostile Iron Golems and Snow Golems?
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Posted Oct 8, 2013@Flamestar666
That problem is a known Bukkit problem. It also happens with triggering pressureplates or fire damage. I will see whether I can add a damageevent that also uses a definition of damagetypes, but that would be a bit more complicated for users.
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Posted Oct 8, 2013@DeMaggo
Thank you, that seems to have solved my special problem
Another 'bug' I have ran into, is that when the special is set to onDamage, if there is a mob near or on cactus, the effect will spam every tick, so if I set it to spawn a mob on damage, it will spawn mobs nonstop until they are not touching the damaging block.
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Posted Oct 7, 2013@Flamestar666
The reading of the setup could be broken since it encounters a problem with the subtype and therefore not load the special ability. As far as I can tell, it seems proper: Radius of 6, every 5 seconds, strikes players.
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Posted Oct 7, 2013@DeMaggo
Thank you for your prompt reply.
Do you have any idea why the lightning special would not be working?
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Posted Oct 7, 2013@Flamestar666
The subtype for Slimes is not implemented in version 0.0.6, but it's in the next one already. I'm sorry for the confusion here, a lot of things are keeping me from updating at the moment and I cannot match my plans on the next release date.
You will be able to use every Item as head in the next version, but I doubt custom heads would work, since they work on metadata as far as I know.
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Posted Oct 7, 2013@DeMaggo
Thank you for your reply, It looks like I overlooked the section on the enchants.
as for the mob I am creating, this is what I have
I receive console errors saying that the subtype will be ignored
Also, might there be the possibility of random player heads on zombies and skeletons?