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 28, 2012I'm not sure whats im doing wrong... I got the editor working online and ive modified one mob to test it. All i did was Changed Mob HP to 5.
The Condition is in red and it wont let me save... What did i do wrong?????
Heres a screenshot. http://img835.imageshack.us/img835/9650/screenshot20120628at949.png
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Posted Jun 28, 2012still wont stop sheep from being dyed
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Posted Jun 27, 2012Ok, I want to tell what I see happening after a few tests. I have an autospawn for zombie pigmen.
When you put a digit for health in heroes it will use that digit. If you put 0 however, the monsters will have 20hp. This happens to all mobs with 0 health, set in heroes.
If you set a digit >20 in mobs, for instance 30.. The mob dies when 20 damage has been done. If you set a digit <20 in mobs, for instance 10 the mob dies after this damage has been done.
Is it correct that I can't give my monsters an hp >20, set by your plugin (yet)? Is it logical what happens here?
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Posted Jun 27, 2012Right now I'm trying this on iron golem with an autospawn. I've set them to spawn with 40 hp. I don't know how to stop them spawn after a world mob class condition below 4 and right now it seems that when there are more than 3 mobs, they will spawn with 100hp.. When there are less then 4, they will spawn with 40hp (I installed mobhealth and I can see that these mobs die when the plugin is telling me that they have 60 health left). Also, these mobs seem to give me exp.. The ones with 100hp do not!
God I wan't this to work properly :D
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Posted Jun 27, 2012@dexyh1234 The short version is that I thought that exp was the only conflict, forgetting that mob damage and health were much bigger ones. Consequently I only added code for exp.
I'm working on the rest at the moment but they are far more difficult as the Mobs way of doing things is pretty unique :)
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Posted Jun 27, 2012Hello coldandtired.. I'm looking into minecraft again.. especially into the compatibility of mobs and heroes.. Although I don't understand your silverlight plugin yet, the exp drop seems to work indeed.. It imports it into heroes and I will level up perfectly. I only tried this by editing the default outcomes since I didn't figure out how the autospawn would work. I wondered if the same would work for creature health, but this doesn't seem to work. Why does it work for exp drop and not for hp settings? Did they change something within the coding for the exp drop or has this always been possible?
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Posted Jun 27, 2012@joehot200 I wouldn't use b4 - it's very outdated.
Use the latest build and make a config with the app.
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Posted Jun 26, 201203:22:55 [INFO] [Mobs] Enabling Mobs v1.2.5 b23 03:22:55 [WARNING] [Mobs] There was no data file found! Stopping
mobs is not working, it creates a folder (called mobs) and then puts nothing in it. do i need to manually add the config? if so, how?
EDIT: changed to B4, all working normally now :)
EDIT: O_O i love this plugin best there is of its kind! would say more, gtg.
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Posted Jun 26, 2012b24 is up - direct link
Plugin changes
Full changelog can be found here
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Posted Jun 26, 2012@coldandtired
Alright will wait for updated version then before setting all up.
Thanks for all answers really appreciated!
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Posted Jun 26, 2012@Dinastya That was a rounding bug (making the damage 0) which I've now fixed.
You can set the projectile damage to 200 % or try the 75% again with the updated version.
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Posted Jun 26, 2012@coldandtired
Thanks.
Got 1 more question i tried to set attack damage to 75 percentage. But when i load it i can't kill the mob at all i tried hit him like 100 times and can't kill it. I tried 99 and same effect and tried 100 and then it was normal and with like 200 i could 1 hit kill him. This can't go below 100? Want to make it so mobs are harder to kill with sword but easier to kill with bow. Should i set the hp higher and keep swords at 100 and bow at like 200?
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Posted Jun 26, 2012@Dinastya Most of your questions run into the same problem.
When I first made this plugin I decided to make it work like a filter, so that the total amount of possibilities would be checked against conditions until only one remained.
In pseudocode it works like this (for spawning): mob spawns -> check blocking conditions -> if matches, block. If not, allow to spawn.
This works fine for pretty much everything except block types.
What a few users are starting to request is this structure: list of regions -> list of blocks -> spawn mobs on those blocks.
I didn't do it that way because, frankly, it's pretty hard to determine where the ground is programmatically.
However, I'm working on adding it to the next big update.
Regarding your questions then, this shows most of them.
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Posted Jun 26, 2012@shyaoeu In what way is it a pain? Install the app and it runs locally, without the browser affecting it.
It's possible to edit the files by hand but as the protocol isn't finished yet it's currently even harder than normal to do it that way.
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Posted Jun 26, 2012@coldandtired
Thanks i get it now.
I got a few more questions though.
1) Would it be possible to like disable all natural spawning of a mob or all mobs and like config it so they can still spawn on xx block. So i do like disable spiders completely and allow them to spawn on soulsand that means there wont be any spiders only on soulsand.
2) Would it be possible to spawn angry wolves inside certain biomes? If it is do you have a example of it or could you explain how to?
3) Like pig zombies won't naturally spawn in the normal world would it be possible to make them spawn in the normal world like only on netherrack?
4) How do you change the amount of mobs that can spawn in a certain chunk or biome. Like for the SpiderIsland i want it to have hundreds of spiders and not just the defaults.
5) How do you make it so mobs don't despawn when the chunk is unloaded.
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Posted Jun 26, 2012Dude! Your plugin is awesome, but! silverlight is like pain in the a*s sadly, I cant set the configuration :( Is there any manual way to do it?
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Posted Jun 26, 2012@jbandhisguitar Your config works as expected for me (although when you have properties and a blocked spawn in the same outcome the properties will never be used. The same conditions that set the properties block the spawning so the mob will never appear).
Do you have any other plugins which could be conflicting with this (Towny, WorldGuard, etc.?)
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Posted Jun 26, 2012@SXRWahrheit This will have to be done in the next config as it's far too complicated for the current one.
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Posted Jun 25, 2012@Dinastya Yes. Blocked 88 (soul sand) means that when a mob is trying to spawn on soul sand it isn't allowed, but any other block is fine.
For the spider, it means that when a spider spawns on any block but soul sand it will be vanilla, but when it spawns on soul sand it will have 20 damage.
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Posted Jun 25, 2012@coldandtired
Thanks! So that means you set for Blaze spawn blocked with condition on block 88 Does that mean if it was a normal mob like zombie and i set it like that that they can't spawn on soulsand but that they still normally spawn? And for the spider does it still spawn on normal places? You set it like on 88 damage 20.