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!
-
View User Profile
-
Send Message
Posted Oct 24, 2012@Xikage Found and fixed the area one, looking into the second one now.
-
View User Profile
-
Send Message
Posted Oct 24, 2012How much are mob health and damage working now? I remember them working in older versions using the config editor...
Out of interest, is that ever making a return? To be honest without it, This isn't all that different to ModDamage - except this has more control over mob spawning and that has more control over individual damage rights.
-
View User Profile
-
Send Message
Posted Oct 23, 2012@coldandtired
I'm still running into a few bugs with mob spawning. Using the code you gave me, as long as I have the <area>test</area> tag in there it throws the following error when I reload the config:
http://pastebin.com/vfP5VZn3
It doesn't seem to make a difference if it's a WorldGuard region or one defined in Mobs.
It works if I remove the <area> tags, but aside from that the <x><y><z> "safe" distances don't seem to work. With <z>10:8</z> mobs still spawn right on top of the pigs rather than 9 blocks away.
-
View User Profile
-
Send Message
Posted Oct 23, 2012@Xikage Types of element are now divided into subgroups, rather than all being together. So it should look like this:
In XML the indentation is optional, so you can lay it out however you want, as long as the parent-child relationship is right.
-
View User Profile
-
Send Message
Posted Oct 22, 2012What's the new syntax for...
I know <near> is now <around> but the <x><y><z> properties don't seem to work the same way with around. I'm also not sure the area is working either, I'm probably doing something horribly wrong.
Thanks for all the help!
-
View User Profile
-
Send Message
Posted Oct 22, 2012@coldandtired
If you find a way to differentiate - can you make it optional? I'd love my Citizens NPCs to be treated like a player :P
-
View User Profile
-
Send Message
Posted Oct 22, 2012@coldandtired
So i can't help but notice that the last two betas (8 and 9) have no changelog... is that intended? :)
-
View User Profile
-
Send Message
Posted Oct 22, 2012@Xikage Not yet, but relatively soon.
I'll see if I can find a way to differentiate between real players and NPCs.
-
View User Profile
-
Send Message
Posted Oct 22, 2012@coldandtired
Alright, thanks! That worked.
I wasn't sure if it was working at first, but it turns out it was spawning the mobs near Citizens NPCs. It seems to detect them as players. I'll have to be a little more cautious with my region placement!
Is there a way to change a mob's damage yet?
-
View User Profile
-
Send Message
Posted Oct 22, 2012@Xikage The syntax changed a little and looks like this now:
I updated most of the pages on this site last night and today I'm doing the example file.
-
View User Profile
-
Send Message
Posted Oct 22, 2012I've been getting an error with the repeating outcomes the last few betas: http://pastebin.com/HzGyebZF
I'm using the latest CraftBukkit, and have even tried it using no other plugins at all. I am even running a config barely modified from the included example file. It just spams the error forever and does not appear to spawn any mobs.
Here's the config: http://pastebin.com/kxYghf2S
-
View User Profile
-
Send Message
Posted Oct 22, 2012Beta 9 is up - linky
are the same now. The one inside target will be ignored if they are both present.
-
View User Profile
-
Send Message
Posted Oct 22, 2012@nhoclesnar It's refreshing to work with Silverlight after too much Java :)
-
View User Profile
-
Send Message
Posted Oct 21, 2012@coldandtired Awesome! thanks for the hard work
will set about testing some small bits of it now
-
View User Profile
-
Send Message
Posted Oct 21, 2012@coldandtired
Woa I'm dizzy by just simply looking at the config file @_@ . I hope that nice silverlight software is coming back soon :D
I know you are cold and tired after working really hard on this. Good work, coldandtired :)
-
View User Profile
-
Send Message
Posted Oct 21, 2012More stuff:
Simple values don't need to be children but can be put directly into the element
Really simple values can go straight into the action name itself
-
View User Profile
-
Send Message
Posted Oct 21, 2012After lots of work (3700+ lines of code changed!) Beta8 is up.
Although it's called Beta this might be a slight regression for some configs. The simple fact is with that many changes I'm finding it a little hard to see the wood for the trees. So it's important to let me know what isn't working as expected.
The main changes are to the config syntax, although there are a few normal changes as well.
Normal changes
This will tell you the amount of mobs in the same chunk as the target. Every mob is supported, as well as all mobs and all mobs with a certain name (of a certain type). The syntax looks like this:
This example will count the number of pigs with the name test. The mob element is optional. Without it all mobs will be counted. To count all pigs leave the :test off.
Conditions can also have targets now (without the target element they use the mob in the event). See below for more explanation.
Now it counts how many pigs called test are in my chunk, no matter where the original mob is.
clear_data removes all of the custom data (that the plugin stores) from a mob. Most useful for players as the data stays there when they die.
set_hp and set_max_hp are now implemented. Note that setting one of them will only set the other if it needs to. E.g. setting max_hp to 40 will not change the hp unless the old hp was higher than 40, in which case it will reduce it to 40.
set_money needs Vault and an economy plugin installed.
Both the hp and money actions use the new number format, which looks like this:
<<code XML>><set_money> <amount>40:+%</amount> </set_money> <</code> The second part of the number is optional. Use + to add the amount to the current value, - to subtract it, and % to make it a percent value. Without these it will be absolute.You can download it here
-
View User Profile
-
Send Message
Posted Oct 21, 2012@dexyh1234 Sounds easy enough :)
-
View User Profile
-
Send Message
Posted Oct 21, 2012I don't know if it's possible, but what about a heroes level-range condition? That way you could set it so only heroes within a certain level range will get exp.
I'd love to know your opinion on this :)
-
View User Profile
-
Send Message
Posted Oct 20, 2012Marsolic is right.
I find ratios to be cleaner and easier than percentages.
For the admin
For me