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 Mar 31, 2013Will we ever have the ability to have the following:
- Potion Effects to apply to the player when hit. - Ability to wear heads with customizable options (Mob heads, player name heads.) - Biome specific spawning.
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Posted Mar 30, 2013@im87pen
Yes. Using AbilitySets, you can create a 'boss' and just have a tiny chance to apply the abilities to a mob.
Another option is to create your AbilitySet, don't apply it to any mobs, and spawn it with command blocks using /mm spawnset SuperZombie 1 <world> <x> <y> <z>
If you give me a description of what you want the boss to have, I can write up a config for you.
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Posted Mar 30, 2013would it be possible to not add the effects to all mobs by this type or to just a specific 1 monster in your world so i can create bosses or is that not possible?
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Posted Mar 29, 2013@ShadowDog007
Awesome! I downloaded it and will give it a go.
Seems to be working perfectly thank you soooo much!
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Posted Mar 29, 2013@crash2323
Got my Jenkins server fixed. You can get a build which has fixed the issues with UNKNOWN as a mob type from there :)
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Posted Mar 29, 2013@LG_Legacy
You can't directly add a chance to drop the item.
The number of items dropped is determined by the range. And the chance of it dropping a given count is P(Count) = 1 / (MaxCount - MinCount)
Because of this, you can provide a negative number for MinCount. If a negative 'count' is chosen, then the item is not dropped.
For example, if you set MinCount: -1 and MaxCount: 1 There would be a 1/3 chance for count = -1, 1/3 chance for count = 0, and a 1/3 chance for count = 1.
When count is -1 or 0, nothing is dropped. So essentially, you have a 1/3 chance to drop the item.
Sorry if that is confusing :P
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Posted Mar 29, 2013@ShadowDog007
Impressive! I can add a Chance to this too?
It works pretty swell, I'll have to take good example from this.
Thank you.
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Posted Mar 29, 2013@LG_Legacy
My bad, try this.
I missed a few spaces. YAML is so annoying.
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Posted Mar 29, 2013@ShadowDog007
- Name: Droppy MobType: SHEEP ShowName: true ShowOverheadName: true Options: - POTION: - SLOW:1 - DROPS: null Replace: true Drops: - ID: 4 MinCount: 1 MaxCount: 3 - HEALTH_BONUS: -15
It replaces - DROPS: with - DROPS: null
The sheep Droppy still drops Wool.
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Posted Mar 29, 2013@LG_Legacy
Check my edit.
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Posted Mar 29, 2013@ShadowDog007
Alright. Thank you.
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Posted Mar 29, 2013@LG_Legacy
Don't worry. It seems drops it broken with ability sets. I will upload a fix sometime today.
EDIT: Sorry, the example is just wrong.
Try this.
Note, Replace: true will replace the sheeps normal drops. So it will not drop wool.
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Posted Mar 29, 2013@ShadowDog007
Yet we loop back to the issue where the AbilitySet mob doesn't drop what I want it to? Droppy doesn't drop dirt. I do not want regular sheep to drop dirt through MobAbilities, but to have it drop dirt through only Droppy via AbilitySet's.
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Posted Mar 29, 2013@LG_Legacy
Yes it is, but if an AbilitySet is applied to a mob, ONLY the abilities in that set will be applied to the mob.
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Posted Mar 29, 2013@ShadowDog007
So just to recap, it is currently NOT possible to have a AbilitySet drop something different then a normal MobAbility?
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Posted Mar 29, 2013@LG_Legacy
Yes, that is true. But if you do not also have a chance for it to pick the AbilitySet NONE Then you will not have 'normal' mobs. Only the 'custom' mobs you define under ApplySets
Just FYI, MobType in ApplySets is optional, and only used when you want to spawn it with /mm spawnset.
You can make one AbilitySet and apply it to multiple mobs if you wanted.
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Posted Mar 29, 2013@ShadowDog007
So only if ApplySets is on will the mob actually drop the item required?
I'd like to have an AbilitySet drop what I want as it could be considered a Custom Mob.
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Posted Mar 29, 2013@LG_Legacy
Make sure you set ApplySets. http://pastebin.com/GXvUndBH
If all you want is a chance for dirt to drop? You can just do that under MobAbilities - > Drops
AbilitySets are only used if you want specific combinations of abilities. Which is why it overrides the other abilities (Cause they would change the abilities of the mob)
Also, I don't use percent chances, else it would be annoying for people to make sure the chances add to 100. My chances in my opinion are very easy to understand. (At least with smaller chance lists :P)
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Posted Mar 29, 2013Perhaps I'm doing this wrong, but I cannot for the life of me get an AbilitySet to drop what I want it to.
Take example I want a sheep to drop dirt, when I kill it all it seems to do is drop wool.
http://pastiebin.com/5155e958c735f
Am I doing somethign wrong?
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Posted Mar 29, 2013@ShadowDog007
Actually, this makes a lot more sense when I toyed with it. Thank you.