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 24, 2013How would I go about spawning a wither skeleton using Mobs? Is it even possible?
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Posted Jan 21, 2013@CardiacMB Yes, either by world type or world name.
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Posted Jan 21, 2013Can you set whether the mob spawns depending on the world? Ex. Creative World
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Posted Jan 20, 2013@CosmicVoyager EDP sets health the old way, which is the same that I (and every other author) used to have to do as well.
The old way is to track the HP yourself and update it accordingly. This is a nightmare for conflicts as every plugin has to be aware of every other plugin that modifies health.
Finally, HP was added to the Bukkit API last month so any plugin can set the HP the official way allow other plugins to see it easily.
EDP hasn't updated for a while (although there might be a dev version) so doesn't yet use this new version.
So, you can either keep using EDP for HP and forget about healing with Mobs for a while, or use Mobs for HP and healing and forget about the health bar for a while, until the EDP author updates to the HP API.
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Posted Jan 20, 2013@coldandtired
"It looks like that plugin sets the HP the old way. Either ask the author to update it to support the API or set the health using Mobs (in the spawns event)."
Okay, I set the max health with Mobs, but now with EnderdragonsPlus loaded the enderdragon health bar does not show the health. It is empty like it has no health.
Why is that?
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Posted Jan 20, 2013@CosmicVoyager It looks like that plugin sets the HP the old way. Either ask the author to update it to support the API or set the health using Mobs (in the spawns event).
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Posted Jan 19, 2013@coldandtired
"@CosmicVoyager: Go Can you show me how you set the health?"
I am using EnderdragonsPlus, and have the health set to 1000 in that config.
http://dev.bukkit.org/server-mods/enderdragonsplus/
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Posted Jan 19, 2013@CosmicVoyager Can you show me how you set the health?
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Posted Jan 19, 2013@coldandtired
It is set higher. The dragon starts with 1000 health. The script decreases the health to 200 out of 1000.
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Posted Jan 18, 2013@boblehest Try putting this in the leaves_area.txt file:
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Posted Jan 18, 2013Hey, I'm trying to spawn a certain mob around any player who leaves a given area. Should be simple enough, but I can't find any documentation, can you help me out?
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Posted Jan 18, 2013@CosmicVoyager Ender dragons have a maximum health of 200. If you haven't set this higher then hp + 200 will always be 200.
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Posted Jan 18, 2013@coldandtired
Grrr...now it is *setting* the health to 200, not *adding* 200 health.
I have <value>200:+</value>
This in never going to work! :-(
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Posted Jan 18, 2013funny plugin :)
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Posted Jan 17, 2013Beta22 is up.
Updated to 1.4.7 and removed the NMS stuff that was there before.
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Posted Jan 17, 2013@CosmicVoyager Seems my docs have become a little unsynchronized.
You need to surround the mob element with random, nearest, or nearby.
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Posted Jan 17, 2013@CosmicVoyager Confirmed. Looking into this now.
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Posted Jan 17, 2013Using the script below, when a player "dies" they do not seem to actually die. The screen with the respawn button does not appear. Instead, their health goes to full. It is like they are instantly respawning in the same location.
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Posted Jan 16, 2013@tappestry :)
Still plodding away refactoring stuff in the backend. Tiresome work that nobody else will ever see but it helps me understand the plugin better :)
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Posted Jan 16, 2013@CosmicVoyager Try changing it to <value>200:+</value>
Note that this will give it back 200 HP every time a player dies.