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 Jul 2, 2012@Beatkidz Something similar is already being worked on. When it gets to a further state I'll see how well it holds up in real usage.
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Posted Jul 1, 2012Request:I plan on using this for a lot of select region spawns so the conditions could get to be a very large list. Would it be possible to add multiple files. Like not just data.mobs but any file in the folder that is a .mobs file would be ran. this would help keep track of all my mob spawns for the different worlds and regions. also adding in a Default section to each .mobs file could be helpful.
Example:
So if a default is defined, Any condition i make in that .mobs would automatically run on those default conditions making it simple to manage multiple spawns for multiple areas.
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Posted Jul 1, 2012@coldandtired
Thanks for all the info. it has helped me a lot. I'll be grinding at this plug-in all week integrating it into my server. I think i got the basics but i'll play with all the conditions through the week. I'm in the middle of making some videos for my server to so i'll post some around with mobs in effect.
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Posted Jul 1, 2012@Beatkidz Yes. If all the conditions in an outcome are met, that outcome will be used. The plugin reads them from top to bottom so unlikely conditions should be put first.
For chance, it's a little different. See here. What you said is accurate though. The chance condition can be used to make sure not every mob gets the outcome.
Potions are what the mob will spawn with.
Spout stuff is planned but currently I'm in bug-fix mode :)
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Posted Jul 1, 2012One more question. IIs priority decided by where they are in the gui? The higher in the list the higher the priority?
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Posted Jul 1, 2012@coldandtired
Are you telling me that i can just add a condition for a region and the mob spawned in that region with have the attributes like HP and Damage that i have selected? its that easy? If so i see myself spending a lot of time with another one of your plug-ins.
Second note: if i add a chance to the conditions of 25 and a region then that mob will only be replaced by mobs 25 percent of the time in the selected region? so easy boss mobs?
Also just a thought. since you are handy with spout would it be possible to add a text tag above a mobs head. Like "Boss lvl 20" above a rare spawned boss mob? and possible with color codes?
also the potions section. Is that the buffs the mob will have? or what the player gets for killing the mob?
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Posted Jul 1, 2012@Beatkidz Vanilla mobs and autospawned mobs are only treated differently if you want them to be (by using conditions, for example) so you don't need to change anything for that.
For your mobs you would need to use the co-ordinates conditions. Here's an example with blaze. You could do something similar with Y if needed.
You can't link between mobs (at the moment) so you'll need to repeat the autospawn for each mob.
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Posted Jul 1, 2012Also can i link a outcome to a autospawn id from another mob? or do i have to make a new auto spawn for each mob?
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Posted Jul 1, 2012First i wanted to say thank you coldandtired for the great plugins. Now i'd like to tell you what i'm trying to do. I want to spawn harder mobs the farther you get from spawn. so 0-500 blocks health would be 10, 500-100 block radius health would be 20, 1000-1500 block radius health would be 30 and so on,
I also want to change the vanilla mobs spawned to these.. not auto spawning can ou tell me a simple way to do this?
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Posted Jul 1, 2012@SimonWhitePDX Currently it's not possible to change the damage taken from non-attacks (fire, falling, drowning, etc.) when Heroes is also installed.
It's being worked on though so whenever it's added to the release version over there I'll incorporate it.
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Posted Jul 1, 2012Heroes working 100%, if not, what is not working yet?
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Posted Jun 30, 2012Thanks for the update. It's not been loading lately for me, I'll update if this fixes it or not. If not I'll open a ticket.
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Posted Jun 30, 2012b26 is up - direct link
Plugin changes
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Posted Jun 29, 2012Hey folks - I'm trying to do a new setup here, and currently, my configuration seems to be consuming all the memory allocated to my server (with 1 or no players online). I have 5gb allocated to the server, and if I remove mobs, the server idles nicely at around 1gb.
When I set the config to debug, I see a constant stream of "<creature> was blocked from spawning!" I DO have a number of creatures disabled.
Are there any tips / tricks for getting this to run smoothly again?
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Posted Jun 29, 2012@sheepwool7 I hadn't even posted the comment yet! :)
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Posted Jun 29, 2012b25 is up - direct link
Plugin changes
Full changelog can be found here
I've added a test command to Mobs temporarily (the same as for GUI Creator). If you could try it out by typing mobstest (either in the console or as an op) and let me know the results. You should either see two test messages appear in the console or an error.
Things that should work with Heroes now
HP, damage (attack), exp, drops, defense (damage properties for attack)
Still not working
The other damage properties (fire, falling, etc.)
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Posted Jun 29, 2012Thanks for 25b
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Posted Jun 29, 2012@ablac The top-left section is for conditions. So it must be 'HP = 5 if something' You didn't add the something part (the condition itself.
If you just want to have all chickens have 5 HP then do what you did but in the bottom-left section.
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Posted Jun 29, 2012@dexyh1234 Yes, that's the conflict. I'm working on a way around it (HP is easy, damage not so much).
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Posted Jun 29, 2012@FiddyCraft That's a Bukkit bug. There's already a ticket for it but not much I can do about it.