MobManager

Description:
- MobManager's limiter aims to limit the number of mobs that can spawn at one time while still providing the appearance of having lots of mobs (Or less if you really want)
- MobManager's Abilities allow you to fully customize the difficulty of each mob, per world!
- MobManager's Bounty component gives you a flexible way to give players rewards when killing mobs
- MobManager's Spawner gives you total control over where different mobs spawn. Perfect to complete a rpg experience or just add a difficulty to your survival server.
Component Features:
Limiter
- Stop mobs from spawning when no players are nearby
- Stop mobs from spawning when no players are on or near the same height
- Limit the number of mobs allowed to spawn per world
- Limit the number of mobs allowed to spawn dynamically depending on the number of loaded chunks in a world
- Limit the number of mobs allowed to spawn by type (Monsters/Animals/Water Animals/Ambient/Villagers)
- Automagically despawns mobs which move out of range of players
- Does not despawn animals which are in farms Read more
- Does not despawn mobs which have picked up players armor or weapons
- Has the option to stop mobs from spawning near players in creative mode
- Can prevent mobs from spawning which you don't want
- Can allow mobs to spawn without counting towards the mob limits
- Super efficient!
- Optional Multi-Threaded despawner
Abilities
- Customisable Mob Abilities!!
- Customisable Mob SpawnRates
- Have mobs spawn as babies, Creepers spawn Charged and Wolves spawn Angry!
- Customisable Mob Bonus Health
- Customisable Mob Damage Multipliers
- Customisable Mob Potion effects (Last for the life of the mob)
- Customisable Mob Bonus Spawns (Spawn mobs on certain mob when it spawns/dies)
- Customisable Mob Armour sets (Per position, with enchantments)
- Customisable Mob Starting Items/Weapons
- Customisable Mob Drops (Count Range per item, set data, durability and enchantments!)
- Customisable Mob Ability Sets (Combine the above abilities together to create rare super mobs! (Or common :P))
- Show Mob Ability Set names above their heads!! (Mincraft 1.5+ only)
- Highly configurable!
Bounty
- Give players rewards for killing mobs
- Supports fines (Loss of money or experience)
- Customizable message upon receiving a reward/fine
- Rewards can be Money (Requires vault), Item drops or experience
- Set min/max reward values for each mob
- Set reward multipliers for worlds, biomes, time, permissions and even for AbilitySets (Requires Abilities component to be enabled)
- Exploit prevention techniques to prevent players from exploiting your server to earn rewards very fast
Spawner
- Spawns custom mobs around players
- Create specific regions with different sets of mobs which spawn within
- Control max/min distances for spawning in different regions
- Extensive mob limit system. Limit per player, region and specific mob type
- Default config similar to vanilla spawning (To use as a guide/template)
- Spawn requirements for every mob (Which spawn location must meet. Block Standing on, light levels, height, time, biome, world type
- Spawn actions performed upon spawns. Send messages to nearby players or run commands when your mob spawns.
What is a component?
A component is simply a part of MobManager. Every component can be enabled/disabled individually from config.ymlTo do
- Add Protection component to MobManager (Protect the world from things like explosions or Endermen picking up blocks)
Note: Ordered by importance to me (Higher == More important) (Your needs are important to me :D)
Commands:
- /mm help - Prints information about all the available commands
- /mm count - Prints mob counts and limits for each world which MobManager is active. Also prints totals for the server
- /mm count <WorldName> - Prints mob counts and limits for the specific world
- /mm butcher - Removes all mobs (Except villagers) from worlds enabled in MobManager
- /mm butcher <MobTypes> - Removes the given mob types from all worlds enabled in MobManager
- /mm spawn <MobType> <count> [world] [x] [y] [z] - Spawn a given mob at the location (Or yours)
- /mm spawnset <AbilitySetName> <count> [world] [x] [y] [z] - Spawn a given mob at the location (Or yours)
- /mm pspawn <MobType> <count> <Player> - Spawn a given mob on a player
- /mm pspawnset <AbilitySetName> <count> <Player> - Spawn a given mob on a player
- /mm abilitysets - Lists all AbilitySet names (Along with the mobtype) which can be used in /mm spawnset
- /mm mobtypes - Lists all valid EntityTypes for use in configs
- /mm reload - Reloads MobManagers configs
- /mm version - Tells you MobMangers current version + Checks my website for new versions
M = Monster, A = Animal, W = Water Animal (Squid), Am = Ambient Mob (Bats), V = Villagers
Permissions:
- mobmanager.admin - Gives permission to use all /mm commands (Default: OP)
- mobmanager.count - Gives permission to use the /mm count command
- mobmanager.butcher - Gives permission to use the /mm butcher command
- mobmanager.version - Gives permission to use the /mm version command
- mobmanager.reload - Gives permission to use the /mm reload command
- mobmanager.spawn - Gives permission to use the /mm spawn command
- mobmanager.pspawn - Gives permission to use the /mm pspawn command
- mobmanager.abilitysetlist - Gives permission to use the /mm abilitysets command
- mobmanager.mobtypes - Gives permission to use the /mm mobtypes command
Configuration:
As of v2.2 MobManagers configuration files consists of three parts- config.yml - Contains settings to enable/disable MobManager components
- Global configs - Contains global configs for each component, located in MobManager/<component>.yml
- World Configs - Contains settings for each component for each world located in MobManager/worlds/<worldname>/<component>.yml
Every config file contains a header block explaining every setting.
When you first install MobManager world and global configs are auto-magically generated. By default only MobManagers Limiter is enabled, configs for abilities are generated if the component is enabled The defaults for the limiter are pretty conservative. So you may wish to increase the limits. If you need help with the config feel free to PM me and I can make one for you :)
Auto-Update Checker
Mobmanager includes a update checker/downloader. It uses this project page to check for new approved builds. The /mm version command can be used to check if a new version is available on bukkit dev. The update checker is enabled by default and can be disabled in config.yml by setting EnableVersionCheck to false The update downloader is disabled by default can be enabled in config.yml by setting EnableAutoUpdater to trueStatistics
MobManager utilises Hidendra's plugin metrics system, which means that the following information is collected and sent to mcstats.org:- A unique identifier
- The server's version of Java
- Whether the server is in offline or online mode
- The plugin's version
- The server's version
- The OS version/name and architecture
- The core count for the CPU
- The number of players online
- The Metrics version
- MobManager components enabled
Opting out of this service can be done by editing plugins/Plugin Metrics/config.yml and changing opt-out to true
Public Test Server
Public test server has been shut down, will try get a new one in the futureAddress: mc.forgenz.com
Note: After joining, type /warp dev
Note: The test server only has the limiter component enabled
Developer Builds
Development builds of this project can be acquired at the provided continuous integration server.These builds have not been approved by the BukkitDev staff. Use them at your own risk.
Dev Builds
Configuration | Statistics | Reading
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Posted Apr 9, 2013@slamsape
It will work, but you lose a lot of control.
Such mobs can be referred to with the mob type UNKNOWN
They 'should' be limited in the right categories (Depending on the mod, I know Mo'sCreatures worked) But for abilities, you can only apply abilities to all UNKNOWN at once.
So you probably only want to add extra HP or damage. Playing with other settings may cause errors. But, feel free to test them and let me know how it goes :)
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Posted Apr 9, 2013does this work for mobs that are from mods installed on the server.
my server runs divine rpg. and i am looking for a way to control the mobs that this mod provides.
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Posted Apr 7, 2013@malaxan
PM me and tell me what you want for each mob, and I will make something for you :)
@devman45
Interesting. Not sure why it would only happen in 1.4.7.
What multi-world plugin are you using? I will soft-depend the popular ones so the problem does not occur :)
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Posted Apr 7, 2013Bug: The plugin loads only the default worlds at startup then i type /mm reload an then they are loaded.
Edit: Oh, no the bug only appears when you are running the server with CB version 1.4.7 :D
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Posted Apr 7, 2013Can someone please post a link to their abilities.yml file? I started modifying the default, but I'm confused in a number of different areas trying to make this work.
Thank you!
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Posted Apr 7, 2013@ShadowDog007 Thank you very much. It all works now. Thats cool. And I removed the "Abilityset: NONE" too.
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Posted Apr 7, 2013@antonysze
Always happy to help :)
You were missing spaces :)
Also, you should not specify an ability set at all if you want the mob to spawn with random abilities.
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Posted Apr 7, 2013Thanks again for helping. Here is a Greate plugin and a Very Nice authors.
Sorry about distubing you and it may be a last question for me.
How can DEATH_SPAWN work. Is that option will spawn a new mob after the AbilitySet mob die? It seems do nothing for me.
- DEATH_SPAWN: null MobType: ZOMBIE Abilityset: NONE Count: 2-
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Posted Apr 6, 2013@XD_3VIL_M0NKEY
<3
If you need any help with the config, do not hesitate to ask. Abilities is a bit of a pain to write configs for. More so, since sometimes my examples are wrong :P
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Posted Apr 6, 2013This looks fantastic, Thanks Shadow for showing me this, Makes my plugin look like crap.
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Posted Apr 6, 2013@antonysze
Please check that page again. I just updated the page.
Also, there is also an example is in your abilities.yml
Here is the correct usage for Drops for an AbilitySet. There is currently nothing which uses the key Chance for AbilitySets
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Posted Apr 6, 2013OHH, THANK YOU SO MUCH!!
The normal drop is work with the v2.4d_dev1-b30.
But I still have a other problem, is there have syntax error or it is fixing?
I tried 2 ways to edit the AbilitySets drops
This is my old setting. Its followed your Guideline which source is http://dev.bukkit.org/server-mods/mobmanager/pages/configuration/abilities-yml/
- DROPS: - ID: 388 MinCount: 2 MaxCount: 4 - ID: 357 MinCount: -7 MaxCount: 2 - ID: 352 MinCount: -8 MaxCount: 1 - ID: 266 MinCount: -8 MaxCount: 1 - ID: 263 MinCount: 0 MaxCount: 2 - ID: 265 MinCount: -7 MaxCount: 2And here is my new setting of AbilitySets drops that is followed the MobAbilities drops setting:- DROPS: - Chance: 1 Replace: true - ID: 388 MinCount: 2 MaxCount: 4 - ID: 357 MinCount: -7 MaxCount: 2 - ID: 352 MinCount: -8 MaxCount: 1 - ID: 266 MinCount: -8 MaxCount: 1 - ID: 263 MinCount: 0 MaxCount: 2 - ID: 265 MinCount: -7 MaxCount: 2Thank you for your attention. If you are working on this, good lucky and thanks again for you puting your efford.-
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Posted Apr 6, 2013@antonysze
Look for v2.4d_dev1-b30 on my Jenkins server for fixed drops.
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Posted Apr 6, 2013@antonysze
Thanks for pointing this out!
I found a small bug.
Whenever you have a range of counts, the max items dropped is always MaxCount - 1
Changing MaxCount to 2 will give you the desired effect, else you can download the dev build which I am about to create from my jenkins server
EDIT: And yes, drops works exactly the same for AbiltiySets. Check the example at the top of the global abilities.yml
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Posted Apr 6, 2013I changed MinCount to 0, MaxCount to 1. It never drop that item. Then, I changed MinCount to -1 but still don't drop. Then I change it to 1, it drop! But its 100% drop....The chance drop is not work, why? And may i set AbilitySets custom drop? Is it used the same way?
MobAbilities: ZOMBIE: SpawnRate: 1.0 EquipmentDropChance: 0.0 BabyRate: 0.0 BirthSpawn: [] DeathSpawn: [] PotionEffects: [] HealthBonus: [] DamageMulti: [] ArmourSet: [] Item_Hand: [] Drops: - Chance: 1 Replace: true Drops: - ID: 388 MinCount: 0 MaxCount: 1 - ID: 357 MinCount: -8 MaxCount: 1 - ID: 352 MinCount: -18 MaxCount: 1 - ID: 371 MinCount: -23 MaxCount: 1 ApplySets: - Chance: 2 SetName: Tank - Chance: 2 SetName: Hunter - Chance: 2 SetName: Miner - Chance: 2 SetName: Jumper - Chance: 2 SetName: Magician - Chance: 90 SetName: NONE-
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Posted Apr 5, 2013@oliver276
Ahh, kind of.
Using the abilities component, you can have Mobs (Say, creepers) spawn on other mobs.
e.g. Have a chance for a creeper to spawn within the vicinity of a PigZombie when one spawns.
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Posted Apr 5, 2013Hi, can you make this plugin force mob/animal spawning in certain places?
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Posted Apr 3, 2013@donsavage1
AbilitySets are only shown in /mm as if they are spawnable with /mm spawnset. And for them to be spawnable you need to set the flag MobType for the set.
Also, you should read the example for AbilitySets. It uses Name not SetName
So it should look like this.
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Posted Apr 3, 2013@ShadowDog007
Changing the space didn't effect anything. The mobset isn't even listed in /mm as
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Posted Apr 3, 2013@LG_Legacy
I will look into that later. Really busy this week, and will be next week as well.
@donsavage1
You have one too many spaces where it says BABY: null