MobCatcher
MobCatcher
Capture mobs and get eggs legitimately:
Version: 3.18
This project has moved over to SpigotMC!
Thank you guys so much for all the downloads on BukkitDev. Head on over to SpigotMC to download the latest version of MobCatcher.
This page will no longer be updated.
MobCatcher allows players to capture mobs and get the corresponding spawn eggs. This is useful for trading and transporting mobs from player to player or even across worlds. As well as having a configurable capture item, MobCatcher also boasts configurable mob types and item costs per capture, bringing a new economic value to mob types both peaceful and hostile. MobCatcher is able to store and recall mob specific data saved to specific spawn eggs. This means things like capturing and spawning colored sheep, baby animals, and tamed wolves is possible! This is done via a separate .dat file which saves data for each mob and removes it when that mob is spawned.Try it out on your server today!
This plugin collects basic usage information for mcstats.org. You may opt out in the generated pluginMetrics config file.
Features
- Capturing configurable mob types
- Saves mob data to specific spawn eggs (color, age, tamed, etc.)
- Spout custom spawn eggs
- Spout textures via automatic dropbox download. May be disabled in config file
- Respects Towny regions
- Getting spawn eggs without creative mode
- Makes spawn eggs throwable
- Configurable capture item, including projectiles
- Configurable costs for every mob type
- Sign-based mob protection
- Vault Economy support!
- Percent Chance for captures
- Eggs are used up after spawning a mob
- Dispensers can shoot spawn eggs at higher speeds
- Doesn't interfere with players in Creative Mode
Help Pages
Permissions Nodes
Config File Help
Sign-Based Protection Help
Bukkit Forums
Usage
All you have to do is hold an egg (configurable) and left click on the mob you wish to capture. Its really that easy.
/mobc - Displays all command usage
/mobc item - Displays Capture item setting
/mobc clean - Removes data from a spawn egg itemstack.
/mobc projectiles - Displays current projectile settings
/mobc settings [mob type] - Displays settings
/mobc worlds - Displays which worlds MobCatcher is enabled in
/mobc area - displays how many Protection Signs the player is within the radius of
/mobc resetsigndata - Deletes all saved sign data
For help with the config file and permissions nodes, see the corresponding pages here.
Changelog
Version 3.18
- Updated for 1.7.10-R0.1 #3105
- Fixed bug: MustBeKilled now working properly
- Fixed bug: Mob drops are now properly cancelled for killed captures
- Fixed bug: Mobs captured with MustBeKilled now spawn back with full health
Version 3.17
- Updated for 1.7.9-R0.1 #3078
Version 3.16
- Updated for 1.7.5-R0.1 Dev #3039
For earlier changes, see Files Page
MobCatcher will NOT work if you are not using the version of CB it was intended for. Due to the Bukkit "safeguard' system, MobCatcher will break every version change. Do NOT post tickets or comments about ClassNotFoundExceptions or infinite spawning glitches as these are caused by you using the wrong version.
Before posting a bug, check your server console for a giant red error message.
Top Supporters
TheFarmerNL
Minevival.com
xxTreePuncherxx
MC.PUNCHCRAFT.US
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Posted Nov 9, 2012@Malikk65
Ah thank you kind sir. I believe the Owner mentioned this, the enchantments, and I was hoping there would be an easier way. The reason is because some people have caught mobs and the eggs say that, and with having around 30 eggs, that would take a while and frankly with what Owner is doing he does not have the spare time to do. Anyways Thank you again for the help.
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Posted Nov 9, 2012@bigdaveberg
If you're using any versions before v3.0, than those id numbers are due to the enchantments on the eggs and it's simply your shop plugins fault that they have chosen such an rigid way of handling them as totally different item types. You can use the /mobc clean command to remove enchantments (and mob data) from the egg you're holding so that you can sell it with others.
If you're using v3.0+ then idk what to say. I no longer use enchantments as I can write things directly to the item's NBT tag now so I would think any other plugin wouldn't be able to tell the difference.
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Posted Nov 9, 2012Wondering what would be causing eggs to come out with ids like 383:54-l6 or 383:54-m6? The server I played on he posted here before but I am just trying to help a little as he is quite busy. Basically when we catch the mobs the item id's change and we cannot sell to shops. Which from what i was told was the intended feature of the plugin on the server.
Trying to lighten the load for the server owner. Although I know nothing about code I still try to help the servers I am playing on which at the moment is the one I am talking about.
Also this plugin is great.
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Posted Nov 8, 2012Where is Shield? I wantz it -.-
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Posted Nov 8, 2012@smeths
I can't think of the names off the top of my head, but there are a number of plugins for spawn egg permission. I would suggest finding and using one of those and disabling throwing in your config file until I can get around to this.
I'll add it in, but there are a number of more important things I'll be doing first.
Also, you should make a ticket so I don't forget.
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Posted Nov 8, 2012@Malikk65
i run a multiworld systen and people can catch mobs in one world and spawn in the spawn world, so i really need a way to stop them from doing this, if not i shall have to stop using this great plugin as i need permissions for spawning :(
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Posted Nov 8, 2012@Malikk65
thanks @Malik65 for the epic plugin
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Posted Nov 7, 2012@gustebeast
I'm not sure, I'm hoping soon but it depends a lot on how much time I have. Right now I do most of my programming on the weekends because I don't have class.
I'm also going to be working on the major features I've been wanting to add in 1.4.2 before I get around to the Shield stuff.
Is the sign protection system not a good placeholder for now? I've been putting Shield support on the back burner just because that system is already in place.
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Posted Nov 7, 2012@Malikk65
When do you predict Shield support will be added?
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Posted Nov 7, 2012@Curtis4321
It's definitely fixed in v3.0.1, which i uploaded now 18 hours ago... This approval process is ridiculous, especially considering they don't review it at all.
I forgot to add that into the changelog, but that debug is definitely gone.
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Posted Nov 7, 2012Any Idea if your latest update fixed my console spam?
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Posted Nov 6, 2012@Malikk65
I see, I didn't know things had to be approved. I will keep an eye out. Thanks!
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Posted Nov 6, 2012@Tr33x0rs
It's not been approved yet. It'll be v3.0.1
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Posted Nov 6, 2012@Malikk65
Where would i find the new version that you are referring to? When going up to files and downloading the newest verison, I am still unable to catch bats. I have given myself the "mobcatcher.catch.*.* - all mobs" node, bats are enabled in the config, and I receive the message "Either you do not have permission or this mob type is not able to be captured". I assume I am just not downloading the right Jar. Thanks again!
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Posted Nov 6, 2012@chopstick121
There aren't any permission nodes for spawning mobs, based mostly on the premise that you would need permission to capture said mob first, and that's been good enough for everyone so far. Nodes for spawning permission is not something I intend to add unless there is a good amount of demand for it.
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Posted Nov 6, 2012@Malikk65
whats the premission to spawn mobs?
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Posted Nov 6, 2012@Tr33x0rs
It should be 'mobcatcher.catch.*.*' in order to get nodes for all mobs.
mobcatcher.catch.*.* - all mobs
mobcatcher.catch.peaceful.* - all peaceful mobs
mobcatcher.catch.peaceful.mooshroom - just mooshrooms
Correct. Mobcatcher first checks the config file to see that a mob is enabled and then checks to make sure the player also has permission. With mobcatcher.op.ignoreconfig it ONLY checks their permissions.
Is that confusing? Might it be better to go with an all perms system? The config options are there from before I had permissions support and I've always just left them in. Would it be easier without them?
I generally try to hold out and release several changes at a time, but I've gone ahead an uploaded this for you. :)
I assume you're talking about the plugin.yml?
The 'true' is how that permission defaults if you haven't overridden it. You don't need to mess with that. So yes, all you need is "mobcatcher.catch.peaceful.mooshroom".
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Posted Nov 6, 2012@Malikk65
I don't allow players to catch all the mobs on my server. I only allow some of the passive mobs, therefore I did have to adjust the config. If my config is set to only allow certain mobs, and i give "mobcatcher.catch.*", then they can catch all the mobs only set in the config, because they are not given "mobcatcher.op.ignoreconfig", correct?
You did say "fixed" so I assume you were able to reproduce this issue? Any idea when the fix will be coming out? I hate to bug you, although my players are dying to catch bats! Thanks for your help, your plugin is awesome!
Edit - I did have one other question about your permissions. Say that I wanted some players to be able to catch all passive mobs, and other players only able to catch certain mobs.. I show that your permissions show "mobcatcher.catch.peaceful.mooshroom: true". If i wanted players to be able to catch only mooshrooms, I would give the node "mobcatcher.catch.peaceful.mooshroom"? I' don't understand the ":true", that looks more like a config setup instead of permissions.
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Posted Nov 6, 2012@Tr33x0rs
All the catch nodes default to true, you don't need to set them if you're not overriding something else.
And to set all of them you'd need to use "mobcatcher.catch.*.*".
There isn't any obvious issue in my code, but I'll be testing it in a little bit.
EDIT: Fixed it for the next release.
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Posted Nov 6, 2012@Tetdoss
The way it's setup now, all of the messages mobcatcher sends are made up of 2-5 smaller strings, and since it's not already setup to be translated, that would be a big undertaking to get it all working. Which as I said, isn't a major goal of the plugin but I'll consider doing it after I take care of features for everyone.
EDIT: Another thing is that some of the strings I output are sent directly from the mobs data file, so that's another major rewrite I'd have to do.
Something along the lines of simply translating "Successfully captured" and "Spawned" etc. would be easy enough