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 May 2, 2013What is the difference between max_hp and max_life?
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Posted May 2, 2013@Grumm2 You need to install Extra Events as well.
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Posted May 2, 2013@CosmicVoyager It looks like this: simple
ratio
conditions
link
ratio with link
conditions with link
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Posted May 2, 2013@dexyh1234 The leaves_area event had a bug which I fixed in b7 - http://dev.bukkit.org/server-mods/mobs/files/131-1-5-1-b7/
With that build you can use the if_area condition and it will match the one the player just left.
As for the should_despawn thing, it would look like this: <event action="set" sub="should_despawn" value="x"/> where x can be yes, no, true, false, toggled, or random.
I have no idea about how far the player has to be away for the mob to despawn; I assume it's the default Minecraft behaviour.
Not had a chance to look at the other thing as I was working with C# today.
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Posted May 2, 2013Any help ? 12:14:16 [INFO] [VariableTriggers] Saving CommandTriggers data... 12:14:16 [INFO] [VariableTriggers] 0 CommandTriggers saved. 12:14:16 [INFO] 229 recipes 12:14:16 [SEVERE] Could not load 'plugins\Mobs.jar' in folder 'plugins' org.bukkit.plugin.UnknownDependencyException: Extra Events at org.bukkit.plugin.SimplePluginManager.loadPlugins(SimplePluginManager .java:195) at org.bukkit.craftbukkit.v1_5_R3.CraftServer.loadPlugins(CraftServer.ja va:239) at org.bukkit.craftbukkit.v1_5_R3.CraftServer.reload(CraftServer.java:60 3) at org.bukkit.Bukkit.reload(Bukkit.java:185) at org.bukkit.command.defaults.ReloadCommand.execute(ReloadCommand.java: 23) at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:18 9) at org.bukkit.craftbukkit.v1_5_R3.CraftServer.dispatchCommand(CraftServe r.java:523) at org.bukkit.craftbukkit.v1_5_R3.CraftServer.dispatchServerCommand(Craf tServer.java:512) at net.minecraft.server.v1_5_R3.DedicatedServer.an(DedicatedServer.java: 262) at net.minecraft.server.v1_5_R3.DedicatedServer.r(DedicatedServer.java:2 27) at net.minecraft.server.v1_5_R3.MinecraftServer.q(MinecraftServer.java:4 77) at net.minecraft.server.v1_5_R3.MinecraftServer.run(MinecraftServer.java :410) at net.minecraft.server.v1_5_R3.ThreadServerApplication.run(SourceFile:5 73) 12:14:16 [INFO] [VariableTriggers] Loading VariableTriggers v1.2.4
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Posted May 2, 2013How do you put more than one action in an event config? Do you put <event/> multiple times?
Nothing I do works. It keeps giving errors. And I can't find anything in the tutorial about multiple actions.
Why doesn't this work?
<event action="set" sub="should_despawn" value="false" if_mob="slime"/>
<event action="set" sub="should_despawn" value="false" if_mob="squid"/>
<event action="cause" sub="lightning" if_mob="creeper"/>
<event action="set" sub="max_hp" value="1000" if_mob="ender_dragon"/>
<event action="set" sub="hp" value="1000" if_mob="ender_dragon"/>
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Posted May 2, 2013@coldandtired
Another question about this. For some reason I can't specify the area the player leaves. Is it not possible to add a condition of the area that the player left? Also about the closest_pig removal. An option like, closest_to_target_block_pig would even be better .
Or are you still looking at the.. remove mob from area thing? :) 'cause if that's not to heavy for the server it would be perfect ^^
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Posted May 2, 2013@coldandtired
Is there a value or something I can set for that property? When does it actually disappear? At which range and after how long?
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Posted May 2, 2013@dexyh1234 The config.yml file is hardly used. You set properties and actions inside the file of the event you want to use. So using spawns.txt will activate any actions inside it when a mob spawns into the world.
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Posted May 2, 2013@CosmicVoyager There is now - http://dev.bukkit.org/server-mods/mobs/files/131-1-5-1-b7/
Make sure you read the release notes there.
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Posted May 2, 2013@cobsad Found and fixed in b7 - http://dev.bukkit.org/server-mods/mobs/files/131-1-5-1-b7/
You were right, an if_area condition in the leaves_area event should have worked.
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Posted May 2, 2013Is there any way I can use this to prevent mobs drom despawning when there are no players present? I want to be able to keep pet skimes and squids.
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Posted May 1, 2013Hey Cold, I want to clear any player's inv upon leaving a specific Worldguard plot. Easy enough right?
<event> <action> <entry if_?????? action="clearinv"/> </action>
<linked_action name="clearinv" action="remove" sub="all_items"/>
</event>
Guess I'm just looking for the right condition I suppose.
Wait a sec, so maybe if I put this in the event "leaves_area" and then used if_area=" ".....would that be the way to do it? Well, I tried it and it isn't working, not sure why, it makes sense to me.
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Posted May 1, 2013@httpkz You can't use the if_area condition with timers as they are independent of all mobs/areas/worlds.
If you want to use the if_area_count condition with a timer (or with a different area) then you need to set the area with condition_target_area="name_of_area".
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Posted May 1, 2013@coldandtired in timer.txt <event if_area="test" if_area_count="0" if_area_count_mob="pig" action="spawn" sub="mob" mob="pig" target="block" x="288" y="64" z="195"/> Does not work... And if it works without conditions <event action="spawn" sub="mob" mob="pig" target="block" x="288" y="64" z="195"/>
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Posted May 1, 2013@httpkz I don't understand what that means - can you post some code?
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Posted Apr 30, 2013@coldandtired
At the event timer plug Extra Events staged and does not work ((
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Posted Apr 30, 2013@dexyh1234 If you're using the leaves_area event then the plugin has no idea about any of the mobs in the area.
At the moment you would do best with closest_pig as a target, with target_amount="10" (for example).
I'll have a look at grabbing all the mobs in an area and see how expensive it is for the server.
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Posted Apr 30, 2013I actually would like to remove all the mobs within the area :) So what would the action be like then? action="remove" sub="mob" mob"pig" something"?"
The pig would be the same mob that spawns inside the area on a few different target blocks as soon as someone enters. Since they move I want to remove all the mobs within the area when the player leaves.
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Posted Apr 30, 2013@dexyh1234 The remove action needs a specific mob as a target. So if you don't want to remove the event's mob you need to choose another. target="closest_pig", for example.