Mobs
Anyone who has been active on the main forums in the last few days must surely have already heard the news.
I'm not going to comment on why and how, but the short version is that Bukkit is almost certainly not getting passed this.
Consequently, the future of BukkitDev is very uncertain. Even if the legal matters were resolved tomorrow there isn't really anybody left to deal with file submissions anyway. There's no indication about how long the site will stay up and what will happen to the files.
Anyway, while I will continue updating and developing my plugins you will need to look for updates somewhere else, namely the wiki. I will be updating this wiki in the next few days to facilitate better communication (forums, email, etc.) and adding any documentation that's missing. I will also, of course, be looking into porting the plugins over to whichever API emerges from the ashes!
If you're penniless or like Mobs but not that much I'm also partial to TF2 items. Send any you don't want my way! STEAM id: coldntired
If you don't know what TF2 is, then start playing! It's free and fun!
Anyway, while I will continue updating and developing my plugins you will need to look for updates somewhere else, namely the wiki. I will be updating this wiki in the next few days to facilitate better communication (forums, email, etc.) and adding any documentation that's missing. I will also, of course, be looking into porting the plugins over to whichever API emerges from the ashes!
Introduction
Mobs gives you the ability to control almost every aspect of the mobs on your server, and a few other things on top. The concept is simple - as your server is running, things are constantly happening. Players are mining, mobs are spawning, the sun is going down, it's starting to rain, etc. Behind the scenes, CraftBukkit is sending messages to all interested plugins about these events. Player John broke a block of stone in world at location 55, 23, 137; A sheep died in world at location 209, 77, 22, etc. There are dozens of events, and thousands of these messages are sent every minute. Most plugins listen for a few of these messages and act upon them. Mob-blocking plugins, for example, listen for new mobs spawning somwehere, and then look at the config to decide whether to allow or block the mob from spawning. Chat filtering plugins listen for the player is chatting messages and block/edit them according to the config. Mobs listens for most (eventually all) of the mob-related messages, and a few extra ones, and gives you the option to block, allow, or alter the effect of the event. However, it goes beyond that in that it allows you to use the event to perform one or more actions. So, while you may not want to interfere with creepers spawning, you can use this event to change the weather, set the time, drop an item somewhere, give someone some experience points, or as many of the dozens of possible actions that you want. Additionally, it's possible to use conditions to filter the events you act upon. Want to give creepers a 1 in 1000 chance of taking out half your house when it explodes? Not a problem (except for the house).Config.yml
checkfornewerversion - set to yes to allow the plugin to contact this site and see if there is a newer version available. Note that it onlys checks, and doesn't download anything. generatetemplates - set to yes to have the plugin create empty config files for every possible event. Alternatively, simply look up the names on the tutorial and create only the files you want. worldstoignore - a list of worlds in which the plugin will be effectively disabled, ignoring all events in those worlds. allow_debug - set to yes to enable other plugins to access the event API (for logging, debugging, etc.)Commands
There is one only command in the plugin, which is /reload_mobs, or /rm. The reloads the config without reloading the plugin itself. Users need the mobs.canreloadconfig permission, or to be an op.Update checking
If you like, you can set the plugin to check for any newer versions that get released. To do this use the checkfornewer_version option in the config file. This only works for release builds so you won't be bothered by any beta or dev builds. Note that no update will be downloaded even with this set.Tutorial
Start the tutorial here to read up on how the plugin works The tutorial for the old config can be downloaded from here for offline viewing.Updates
Updates for all my plugins will be announced via Twitter, which you can find here.Dependencies
Mobs has another plugin as a dependency called Extra Events. Read more about it here. Make sure you install Extra Events as well otherwise you will get errors on startup!Donate
Mobs takes a lot of time to maintain, so if your server is enriched by it and you have some spare donations please consider sharing!
If you're penniless or like Mobs but not that much I'm also partial to TF2 items. Send any you don't want my way! STEAM id: coldntired
If you don't know what TF2 is, then start playing! It's free and fun!
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Posted Jun 25, 2012I still can't get mobs to stay during the day. I have them set not to burn in day and to only spawn if the light level is low enough (which works as planned) But it seems they keep getting rechecked for those light levels so as soon as it's daytime and they slowly start to disappear. What i want is for them to only spawn at low light levels but to stay there until killed. I don't want you to be able to sleep at night to avoid monsters altogether. They will only spawn at night but stay there during the day and eventually become a problem you can't ignore and need to be dealt with. Could anyone help?
My data file if you want to pop it into the mobs config and take a look at it. Data file: http://www.sendspace.com/file/lboee3
P.s. The latest update seems to have fixed a lot of mob conditions. Mobs now react to damage as they should so you can fight them just like vanilla mobs. The config is looking better and better. Really liking how this plugin is developing.
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Posted Jun 25, 2012@coldandtired
just an FYI, you shouldn't need to do any of this if you're hooking Heroes in the intended manner (doesn't look like you are). We added a bunch of API onto all the creature/monster types to facilitate external plugins modifying the data, if you're interested in making Mobs truly compatible hit me up and I can walk you through the steps on it (shouldn't be that hard).
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Posted Jun 25, 2012Glad to hear about the improvements, have you had another chance to look at spawning new mobs on death yet?
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Posted Jun 25, 2012b23 is up - direct link
Plugin changes
Full changelog can be found here
If using Mobs to control exp with Heroes installed, set all the Heroes killing exp to 0 to avoid extra exp.
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Posted Jun 25, 2012@brazcool Here's an example.
Gold ingots will always drop and iron ingots have a 50% chance of dropping.
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Posted Jun 25, 2012@Dinastya Here's an example. Save it as data.mobs. Only the blaze and spider sections are filled in so you need to replicate that for other mobs.
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Posted Jun 25, 2012I'm so confused with the config.... help please, I wanna make it so zombies always drop gold ingots and sometime iron ingots and I have no idea how to make this happen... This is all I want to change... But I'm confused ... please help.
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Posted Jun 25, 2012Can't really figure this config out. I'm trying to make it so mobs can't spawn on soulsand. Only Spiders and Cavespiders and a few skeletons should be able to. The wiki is kinda confusing i read it like 3 times completely and i still got no idea how it works. I don't want that spiders only spawn on soulsand. I want it like all mobs spawn normally and that another type of spider spawn on the soulsand with more damage etc. Anyone could explain some more how to get this?
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Posted Jun 25, 2012@SimonWhitePDX I've just added (to the upcoming version) a way for Mobs to pass XP to Heroes.
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Posted Jun 24, 2012If I wanted to donate could I get some 1 on 1 help with this plugin? I do have Heroes, and I would need some more details on how they conflict and are possibly able to get along.
Thank you.
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Posted Jun 22, 2012@skullonroses It's possible but it might be quite expensive for the server. I'll do some testing and see.
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Posted Jun 21, 2012I want my special mobs to have that blazing spawner aura all the time instead of only when u hit them...is it possible?
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Posted Jun 21, 2012@coldandtired
Ahhh that makes sense! Thank you very much!
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Posted Jun 21, 2012@CorvusPVP Tell you what, when you've written a better cross-platform framework let me know and I'll port the config app to it.
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Posted Jun 21, 2012@nhoclesnar The outcome ID is connected to what happens when the plugin loads (it lets you choose an outcome that gets applied to existing mobs, for example).
To hook an autospawn to an outcome you need to use the autospawn_id condition, with the value of the relevant autospawn's id (the id can be a word instead of a number if it's easier).
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Posted Jun 21, 2012@CorvusPVP
Ugh, why? It isn't so bad.
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Posted Jun 21, 2012@coldandtired
Ok. I resolved the only bosses spawn problem, but it seems like bosses do not spawn at all now. Link Removed: http://www.mediafire.com/download.php?2ek33bb7q33sklk is my config.
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Posted Jun 21, 2012silverlight is horrible.....
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Posted Jun 21, 2012@nhoclesnar Do you mean inside the block itself, or inside a small space between two walls?
Also, please post your config for the second issue.
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Posted Jun 20, 2012How can I set a certain outcome to go with certain auto-spawn setting? I have the first pair, which is normal zombie, both ID = 1, and the second pair, which is boss zombie, both ID = 3. But strangely only boss zombies spawn. And I have boss effect for boss zombies but I see none from them. No wonder my players complain that zombies are so hard to kill lol.