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 Apr 6, 2013@coldandtired
And I can add a ratio to that too correct? Like 1 out of 10 pigs will be golems?
So here's my retard ratio setup:
Edit Wait, even if that did work, pigs would still be replaced wouldn't they? They would just keep getting canceled until they were all golems huh?
-
View User Profile
-
Send Message
Posted Apr 6, 2013@cobsad Not quite. To replace one mob with another you would do this:
There isn't an event for tree chopping but I could see about adding one.
-
View User Profile
-
Send Message
Posted Apr 5, 2013So would this replace all naturally spawning pigs with golems?
If so, I could then add a ratio to make lets say..1 out of 10 pigs will be golems correct? After that could I then define them as naturally passive until they see you chop down a tree? I'm so excited, If I can do that I'm gonna look into changing their skin to wood (in the .jar file I suppose) and changing their names to wood golem.
-
View User Profile
-
Send Message
Posted Apr 5, 2013@cobsad Burning after lightning_effect is an old Minecraft client bug. The ground is really burning (you can confirm by walking there) but your client thinks it is.
You need to branch the event earlier. The config will follow one path for as long as it needs, so you should branch it at the optimum point.
In an earlier comment you wanted two types of mob to drop different things, so the best place to branch was on the item (as you did).
Now that you want different mobs to have different actions you need to branch on the action.
You could also write it like this (with double branching).
-
View User Profile
-
Send Message
Posted Apr 5, 2013@Xikage no_burn should be working, I'll check it out.
Regarding the actions, one of the things that was brought up in earlier versions is that users preferred more easily readable configs over more concise ones. That's why this config has an emphasis on simple situations being easy to make, but complicated situations require more work.
Paste (or send me) your whole config and I'll have a look if it can be improved.
-
View User Profile
-
Send Message
Posted Apr 5, 2013I have one last question...how can i get multiple different events to happen? For example, this is in the dies.txt. the mobs are dropping like they should but the enderman dying aren't causing lightning.
-
View User Profile
-
Send Message
Posted Apr 5, 2013Also the no_burn property does not appear to work:
-
View User Profile
-
Send Message
Posted Apr 5, 2013Is there any better way to have multiple independent actions? As it is right now I'm pretty much having to have:
<event action="a1 + a2 + a3 + a5 + a6 + a7 + a8 + a9 + a10"> ....
It gets very cumbersome :/
-
View User Profile
-
Send Message
Posted Apr 4, 2013Thanks a lot for that. I love your plugin and can't wait to be able to fully utilize it! I should be be able to replace a lot of plugins. Customization AND optimization! You can't beat that.
-
View User Profile
-
Send Message
Posted Apr 4, 2013@coldandtired Yeah i have it but its not for 1.5.1 either and so i think it is failing to pass events to your plugin. i decided to write my own wool limiter its working well. :P but id still love to use this plugin
-
View User Profile
-
Send Message
Posted Apr 4, 2013@cobsad You need to structure it like this:
Although if you're using this in the dies event you might as well just spawn the item directly.
-
View User Profile
-
Send Message
Posted Apr 3, 2013This makes all mobs drop diamonds I'm really confused 8/
-
View User Profile
-
Send Message
Posted Apr 3, 2013@Parsalin4 Very likely you didn't install Extra Events.
-
View User Profile
-
Send Message
Posted Apr 3, 2013This is about the coolest mod i have ever seen... ever. Finally a way to block sheep wool from growing back so fast. among other things.
edit: aww its just erroring out...
-
View User Profile
-
Send Message
Posted Apr 2, 2013@LordThamos You can try this one. It's been compiled with the latest Bukkit 1.5.1 dev release.
-
View User Profile
-
Send Message
Posted Apr 2, 2013Somehow I don't get this plugin to work for Craftbukkit 1.5.1 I really need this plugin for my server, so is there any way you could help me with this? Thanks in advance.
-
View User Profile
-
Send Message
Posted Apr 1, 2013@Xikage Conditions are always tested before the element is selected (in other words, the element is skipped if the conditions return false).
With linked_actions this allows a bit more complexity
When the condition(s) is in the event like this it/they will be checked before any action is performed.
When the condition is in the linked_action it will be checked before being used. In this example a1 will only happen with pigs, only a2 with cows, and neither action with any other mob.
You can also use conditions in both places, like above.
-
View User Profile
-
Send Message
Posted Apr 1, 2013@coldandtired
Ahh that's pretty interesting. So how would it look with a bunch of conditions thrown in?
Say for example, how would a config in spawns.txt look that makes zombies in region "test" have 40 hp and do 10 damage, and skeletons in the same region have 30 hp and do 8 damage?
Thanks for all the help!
-
View User Profile
-
Send Message
Posted Apr 1, 2013@Xikage That's the advanced stuff I have yet to document. I split it up a little as the config was looking a bit unwieldy when it was included directly within the action.
That's how it looks. The multiple actions must be called linked_action, and have a name attribute with a unique name.
Where you would normally put action="give", for example, you now do action="linked_action_name", as in the example above.
Linked_actions using + are and, and using a comma are or. So action="a1 + a2" = both, action="a1, a2" = either, action="a1 + a2, a3" = either a1 and a2 or just a3, etc.
The same is possible with linked_condition, linked_item, and linked_enchantment.
Notice that normal actions and linked_actions can be mixed.
-
View User Profile
-
Send Message
Posted Apr 1, 2013@coldandtired
In this case I'd like both to happen at once. What I've really been trying to do is add lots of different spawn properties and timers and stuff, but I keep running into that so I figure i'm doing it wrong.