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 Sep 4, 2012@coldandtired
Alright, thanks. That clears that up then. :)
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Posted Sep 4, 2012@BEQOsNtDi6xRDGzqIAT7 When near players is used, the min/max is relative to the player. When a specific location is used it's relative to that.
Max 32/32/32 would indeed be a 64x64x64 cube with the player/location at the centre.
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Posted Sep 4, 2012@KevinEssence Yes and yes.
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Posted Sep 4, 2012Alright then. I might just be setting up the config wrong then. (Which is still way too easy to do. Looking forward to your next version. >_> )
So help me one more time: Autospawn Locations. Set to "Near Player", what does Min/Max Range actually signify? Are they relative to the player? Or are they global? Would setting the max range to x32 y32 z32 mean that mobs can spawn in a 64 block edge length cube around the player? Or is it a cube with a corner at spawn (0/0/0) that the player needs to be in for this to work? Would i have to set those to some really big number to ensure that it encompasses all players (x32000 y255 z32000)?
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Posted Sep 4, 2012I'm only going to use this for mob drops, is the types of items mobs drops configurable with a drop chance and the biggest question, is it working?
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Posted Sep 3, 2012@ultimateowner56 Do other mobs work fine?
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Posted Sep 3, 2012@BEQOsNtDi6xRDGzqIAT7 It should be pretty complete support. There is no default setting for the world, so if the autospawn doesn't have a world set it won't save, and if players are used as the base it should use their location (which includes the world).
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Posted Sep 2, 2012For some reason, with zombies, I can't set their max hp to 7.5 hearts(15). Not sure what the problem is or what I'm doing wrong.
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Posted Sep 2, 2012Remind me, author, what is the state of the multiworld support of this plugin? :) (I'm having this suspicion that mobs are spawned in the main world when people are running around in the skyworld above them, instead of around them.)
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Posted Sep 1, 2012@tappestry
Thanks. That is completely the opposite of what I thought.
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Posted Aug 30, 2012@Michal3333 Are you using the number 100? Or above 0?
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Posted Aug 30, 2012-I am not 100% sure, but drop is still buged. I set fo chicken 100% drop, feather, raw chicken and egg, but egg was never droped. Drop from giant is completely missing (also set). enderdragon config: HP 6000 .... origin dragon remain. -running on minecraft 1.3.2 -could problem cost some other plugin...I am using this, what could do it: Mob Arena, epicboss, spawnmob, savecreeper, spawneradjuster...I haven't anything else what do something directly with mob. thanks.
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Posted Aug 30, 2012@T0ffel0k ETAs are very hard to set. I was hoping to get it done before the end of the month but due to personal stuff (teaching my son how to ride a bike, mainly) it won't be ready then. It will be pretty close to beta though.
There are a few new pages you can access through the link at the top of the screen which I am updating as I go. As you can see, almost all the actions are already done, and these are the hardest part. The events are easy and all can be done in a few hours, and the targets are relatively easy. Autospawning is more or less done.
So I would say next week a working version will be ready (likely without Heroes support and very likely with bugs).
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Posted Aug 30, 2012@Michal3333 If you can't save it means you have a conditional outcome with either no conditions or no actions.
If you want something to apply to all mobs of the same type use the bottom-left section. If you want properties to be conditionally applied (only when it's raining, for example) use the top-left section.
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Posted Aug 30, 2012@Spiritwind51 Is this when an enderdragon spawns normally or when used in autospawning?
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Posted Aug 30, 2012@CosmicVoyager As tappestry wrote, the bomb icon is for taken damage and the damage value in the properties section (heart icon) is for given damage. Both are taken into account if the attacking mob has given damage set and the hurt mob has taken damage set.
The reason percentage is in there is because I don't know (or really want to know) exactly how much damage each mob takes/gives, and I don't want to have to check every update to see if these values have changed. So, to make zombies a little more dangerous change the damage value to 110%. To make them more resilient, set the attack_damage (bomb icon) to 110%, etc.
Lightning is when the mob gets hit by lightning, to change whether it hurts more or less than usual.
As for healing, I have no idea. It's in Bukkit so I added it. I think it has something to do with enchantments and potion effects.
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Posted Aug 30, 2012@Phoenix23GF Your idea is right for the first one. above 20 (80%) condition with the drops you want, either adding to or replacing the default drops, and a below 21 (to catch the number 20 as well) with air.
The second thing is already included in the new config but isn't possible with the current config.
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Posted Aug 29, 2012@CosmicVoyager
the damage a mob does is located in the general settings, I think the icon is a heart. The bomb is damage done to the mob via certain events. So the bomb has I think a setting for contact damage. You could set this high or low which would effect how much damage a mob would take from contact damage, for instance running into a cactus.. If you want the mob to hit harder, go into the 'heart' icon and look for 'damage' there is also HP, is safe, etc, and other settings that are specifically to change the mobs actions and characteristics.
As for the damage done/healing look at the basics of minecraft. A zombie attacks normally for how many hearts 2-3?? Each half heart should be counted as 1 so 3 full hearts should = 6. Consider that when setting damages and health. Also it should be noted that these options generally have a button to change you can 'add to' the default zombie attack damage/hp or you can 'overwrite' the entire mob. Healing is healing, I believe what this does is effect the mob to have what players have at full food and may multiply the rate. I was never able to get this is work correctly because I have conflicting plugin's and I know its my problem, not cold's.
The think that one thing everyone should know is, that this plugin does nothing to mobs unless a setting is changed. An empty 'mob.data' (fresh install, no changes) file means that there will be absolutely no changes to the regular minecraft mobs, they will spawn normal and have default values, as if you are playing single player.
When you make changes in Mobs, it does just that. You only add/change what you want in differences to the regular mobs that are spawned regularly.
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Posted Aug 29, 2012cant wait for the next update! any eta?
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Posted Aug 29, 2012Hi, I don't get it...I set everythink what is in manual and still its no abble to save. Is there some possible way to find tutorial video (creating 1 mob) ....I mean functionaly configuration wirch I can save ???