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 15, 2013@humanoidbob99 Thanks :)
Pretty much all of Extra Events was code I moved outside of Mobs so the total is more or less the same as it was before.
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Posted May 15, 2013How do you suggest getting a mob to shoot every so many seconds? Which event should I use. I think there are a few that could be used.
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Posted May 14, 2013I was looking around the plugins list, not really planning to install any plugins.
I now have 2 plugins more than I did: Mobs and Extra Events.
The reason? THIS IS THE BEST PLUGIN I HAVE EVER SEEN!
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Posted May 13, 2013Good update with a couple of requests filled - http://dev.bukkit.org/server-mods/mobs/files/134-1-5-2-b3/
Make sure to read the notes!
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Posted May 11, 2013@coldandtired
OMG It finally works. I had to put the linked actions after </action>. Phew.
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Posted May 11, 2013@CosmicVoyager this page has examples of the main structures.
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Posted May 11, 2013@irdoom1337 Giants, yes. The other thing, no. Mobs riding other mobs is very buggy in Minecraft and problematic to do.
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Posted May 11, 2013@monstercat101
Hi. You are having the same problem that everyone including myself keeps having, syntax and format.
Remove <event/> from the beginning. You can only have one occurrence of <event/> per event config file. To add more than one action, you add entries with <entry/>.
An in depth expanantion of syntax and format is very needed at the beginning of the tutorial. I sill can't figure out how to get the config I posted below to work.
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Posted May 10, 2013Hey, I installed the plugin correctly, the configs generated, but when I put this in the player_joins.txt http://dev.bukkit.org/paste/7747/ the message isn't displayed upon login. I have also attempted with the spawning file, nothing :/ What am I doing wrong?
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Posted May 10, 2013@coldandtired
"@CosmicVoyager: Go Only one of those actions will be chosen at a time, so you need to set it up for both:
<event if_mob="ender_dragon" action="a1 + a2"> <linked_action name="a1" action="set" sub="max_hp" value="1000"/> <linked_action name="a2" action="set" sub="hp" value="1000"/> </event>"
It is not working. Here is my config. Help.
<event>
<action>
<entry action="set" sub="should_despawn" value="false" if_mob="slime" if_spawn_reason="spawner_egg"/>
<entry action="set" sub="should_despawn" value="false" if_mob="squid" if_spawn_reason="spawner_egg"/>
<entry action="set" sub="should_despawn" value="false" if_mob="magma_cube" if_spawn_reason="spawner_egg"/>
<entry action="cause" sub="lightning" if_mob="creeper" if_raining="true"/>
<event if_mob="ender_dragon" action="a1 + a2"> <linked_action name="a1" action="set" sub="max_hp" value="1000"/> <linked_action name="a2" action="set" sub="hp" value="1000"/> </event>
</action>
</event>
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Posted May 10, 2013@dexyh1234
thank you very much for your help
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Posted May 10, 2013@RabbitLV
Try this: http://pastebin.com/SUWB1ZPN
Make sure to first change the damagevalues(!!) to your liking and realise it will only change mobs when they spawn. Mobs that have spawned already (before you installed this plugin/added these config lines), won't be affected by this.
This is explained in the tutorial though, so make sure you read that! It's a complicated plugin with lots of features!
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Posted May 10, 2013@coldandtired
Thanks for you reply. Is there any way i could make mobs who spawn in main world weaker, than those who spawn in other worlds? For example zombie in (default names) world deals 2hp less damage than those who spawn in world_nether?
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Posted May 10, 2013Just one question. Can I use this to make giants spawn or better yet giant,ghast (which is a ghast riding a giant)
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Posted May 10, 2013@CosmicVoyager Most of the code to do that is already in there but I haven't added the final action yet.
Hopefully I can get it done this weekend (children willing).
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Posted May 10, 2013@RabbitLV That config should work when a player shears a sheep. I haven't looked at it for a while so it's possible there is something amiss.
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Posted May 10, 2013@RabbitLV
I do not think you can give mobs new attributes or the attributes of other mobs. I wish you could so I could make enderdragons shoot ghast fireballs.
"<event action="tell" message="You sheared a sheep!" target="shearer"/>"
Is that everything in the file? If not, post the entire file.
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Posted May 9, 2013I just downloaded this plugin and it looks really impressive compared to other ones on this community. Really thank you for your time and effort making this. But during the testing i had a couple of problems: 1. In fast steps, please explain me how to make, for example "zombie archer", who is just a regular zombie holding a bow, but this "zombie archer" does not spawn all over the world, but only when defined in some teritory (see 2nd point) 2. How can I make my custom made mobs (made with this plugin) to spawn in my defined area. For example from x:0 z:0 to x:100 z:100 3. Trying out tutorials example: <event action="tell" message="You sheared a sheep!" target="shearer"/> dosen`t work for me. Any ideas what I did wrong? I puted this code in sheared document.
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Posted May 9, 2013@dexyh1234 You can't use most of the conditions in timer events because they are outside Minecraft. As a general rule, only the world conditions (time, weather, type, etc.) and a few others where an area can be specified.
Your config doesn't work because of the if_area condition. This condition checks the area a mob is in when the event happens but the timer event doesn't have a relevant mob to check for.
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Posted May 9, 2013Why doesn't this work: http://pastebin.com/MYCAXVWF ? =| Did I maybe do the if_area thing wrong?