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 Apr 1, 2013@Xikage XML can only have one root, which in this case is the event element. You get the malformed error because of this.
Do you want to have one broadcast action, which is either test1 or test2, or do you want to have both happen every event?
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Posted Apr 1, 2013I am having trouble with multiple events in one file. It keeps telling me that my XML is malformed, even with something like this...
Not sure if i'm supposed to wrap them in some kind of root element or what, but it isn't documented anywhere :(
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Posted Mar 30, 2013@coldandtired
Thanks, it's working now ^-^
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Posted Mar 29, 2013@PanniCraft You need to install Extra Events as well for this to work.
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Posted Mar 29, 2013Hello there, I'm using the latest version of your plugin (1.4.7 b5) with the latest Bukkit Build (#2721). When I start the server I get the following error:
I hope you can fix this, your plugin does exactly what I'm looking for ^-^
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Posted Mar 28, 2013@Malachi21 You can do although it would be painful this way. Much better to up the values in bukkit.yml or server.properties (I forget which).
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Posted Mar 28, 2013Can I use this plugin to double the number of mobs on the server all the time?
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Posted Mar 28, 2013@Xikage Found the problem and fixed it - you'll need to update to this version.
The configs will stay the same.
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Posted Mar 28, 2013@coldandtired
That seems to work except for the area conditions. Using any area conditions in anything seems to either do nothing at all (in the timer.txt) or throw tons of errors (in spawns.txt).
Like so: http://pastebin.com/QA0y93a4
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Posted Mar 27, 2013@Xikage First you'd need to add the timer to the Extra Events config file (changing the details to fit):
Then you would need this in the timer.txt file (set target_amount to your max players):
That should do it.
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Posted Mar 25, 2013@RivfaderAldhissla It doesn't do anything by default, but rather reacts to normal mob events. You could use another spawner and replace the mob with giants (by cancelling the event and spawning a giant, for example).
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Posted Mar 25, 2013@Dr_Bunsen You can use a percent condition and and area condition to adjust the rate to a lower value than it currently is.
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Posted Mar 25, 2013@marquillos12 It doesn't have those commands, but you could easily change other mobs into those if you like.
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Posted Mar 25, 2013@Xikage Sorry, I've been out of town for a few days.
I'll look at this tomorrow, but I can already tell you that stopping mobs spawning in walls is currently not implemented. I will add it though.
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Posted Mar 25, 2013Does this plugin enable giants to spawn from any "default" conditions like say a spawner or a custom TerrainControl-spawn-rate without any additional code? If not then how can I easily enable giants to spawn from spawners and such? (I have tried just placing a giantspawner and enable this plugin, but it does not work).
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Posted Mar 24, 2013I would be interested if I could lower the ammount of mobs in a given area.... sometimes there are just too many mobs....
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Posted Mar 22, 2013Can You Spawn Mobs Like /spawn giant which spawns a giant or ,/spawn giant slime and it spawns a giant slime??
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Posted Mar 20, 2013So I realize the documentation is still being worked on, but if you could indulge me with an example of advanced targeting and conditions...
How would I go about making an event that fires from a timer called "clock", which spawns 3 to 5 zombies named ghoul at random points in the range of 8 to 12 blocks of each player in the worldguard area named "test", but only if that area has less than 1000 mobs already in it?
Then in addition, how would I prevent said zombies from spawning inside walls?
Thanks! Really love the new config, just waiting for all the targeting possibilities to be documented.
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Posted Mar 18, 2013@oNcLe It should affect both as it's only calculated when the attacked mob gets damaged.
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Posted Mar 18, 2013if i use SET_ATTACK_POWER for a skeleton does it only change bow power?
the minecraft wiki says that a skeleton has a bow and a sword: http://www.minecraftwiki.net/wiki/Skeleton