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 Jan 6, 2013Is there a way to add to health? To heal so many points or percentage?
What does set_can_heal_yes do? How much does it heal?
I want enderdragon to slowly heal so players can't take forever to kill it.
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Posted Jan 6, 2013@coldandtired
Is there an example anywhere of that? Other than HP, I need damage and skins to be persistant (so people know what they're up against and take the correct damage)
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Posted Jan 6, 2013@Flenix1 HP and Max HP now persist (from Beta21). Pretty much everything else can be setup to be reactive (i.e. happen when the relevant event happens) so persistence can be emulated that way.
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Posted Jan 6, 2013@LeTruent I can't really recommend Beta20 at the moment, so this should work with Beta21/Beta19 down:
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Posted Jan 6, 2013@CosmicVoyager Beta20 was a huge (huge) update internally, where I had to change some of the config syntax to future-proof some things.
Unfortunately, before I could update the docs to the new syntax I discovered a couple of serious bugs with it so I reverted back to the old syntax with Beta21.
So, in order to get your config to work you can either go up to 21 (recommended) or down to 19, or if you want to experiment with the new syntax you can have a look at the examples file linked in Beta20's release notes.
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Posted Jan 6, 2013@CosmicVoyager Any of the mobs here. Any non-living entities will be ignored by the plugin.
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Posted Jan 6, 2013@LeTruent
I want to know this too. And I think for the same reason ;)
Not been here for a couple of months. What's the progress on mob persistence? That's all I need to use this on my server :P
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Posted Jan 5, 2013Error happens over and over endlessly. I guess for every spawn.
http://pastie.org/5629018
spawns.txt
<event>
<outcome affected_mobs="creeper">
<condition_group>
<conditions>
<raining/>
</conditions>
</condition_group>
<action_group>
<actions>
<lightning_effect/>
</actions>
</action_group>
</outcome>
</event>
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Posted Jan 5, 2013how to make monsters drop an item with a data value ? as a spout-item ? I tried the code but it seems it changed with the newest version
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Posted Jan 5, 2013Is there a list of mob names and subtypes somewhere, please?
I can't find it at http://coldandtired.binhoster.com
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Posted Jan 4, 2013@tappestry Yes. This is the small update I should have done just to take care of the Bukkit changes regarding unsupported code, but I was bogged down in big changes that prevented this.
The only change from b19 is that I switched to using the new HP/Max HP methods added recently to Bukkit instead of tracking it myself.
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Posted Jan 4, 2013Cold does that mean the original 19b configs are compatabile
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Posted Jan 4, 2013A sad day for me :(
The real update was proving too much for me. After a couple of thousand lines of changes I still couldn't see the end.
Consequently I've reverted Beta 21 to the same config as Beta 19. This means that the only difference between 19 and 21 is the HP/Max hp fix from 20 and updated for CraftBukkit Beta3.
The new config will be coming back so if you are using it without problems keep going.
I've moved all the big changes into a separate branch so I can work on both at the same time without causing a delay like this to happen again.
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Posted Dec 31, 2012@Archonea Basically, yes.
One of the strangest omissions from the Bukkit API was that all mob health was hardcoded into each class. This meant that every plugin that wanted to allow higher health (or to decrease a mob's max health) had to keep track itself, and all of these plugins conflicted with each other unless very careful planning was done (if conflicts could be avoided at all). Requests to add this feature go back more than a year on the issue tracker.
Now, while plugins can still fight about which one sets the HP last, at least they don't have to be aware of each other and the admin has a bit more control over which one sets health.
I expected a couple of bugs which I'll get rid of quickly. Your condition doesn't work because it needs to be a value group, not a subcondition group (this might fix the bug as well).
When I've finally finished the backend changes I'll post more on the reasoning behind them and show some of the complicated examples that are now possible.
And thanks for the donation! They are always appreciated, and stop my girlfriend complaining about 'that bloody programming stuff' :)
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Posted Dec 31, 2012@coldandtired
So, the health/max health changes are a reflection of the fact that mobs' health can now be natively set to higher-than-previously-max values? So mobs now can be truly set to have higher max health, without memory overhead or worrying about the values persisting over restarts?
Also, thank you for updating this, it is a tremendously useful plugin. I sent a donation your way.
EDIT: I am having trouble with conditions. The old sytnax did nothing, so I tried mirroring them to the new actions syntax, like this: http://dev.bukkit.org/paste/6795/
However, it gives me this error when I trigger the condition, and it allows the spawn to happen: http://dev.bukkit.org/paste/6796/
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Posted Dec 31, 2012Beta20 is up.
This is not a complete version as I still need to fix a couple of little things. While it might not look like much changed on the surface,
lots did underneath!
See here for more details. Generally, simple commands have gotten a little more complicated to facilitate complex commands and the generator app. More will become clear as I finish it.
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Posted Dec 29, 2012@Archonea I'm trying to get a release out tomorrow.
There have been a couple of very helpful commits in Bukkit dev versions which I am holding out for.
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Posted Dec 28, 2012Please update to 1.4.6. I will donate $50 if you do so quickly.
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Posted Dec 27, 2012@dexyh1234
I believe you could add a potion effect of haste, I think I did that once and it seemed to work pretty good :)
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Posted Dec 27, 2012This does not support the speed a mob can walk, or does it? :) I can't find it in your actions list..