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 26, 2013@coldandtired I'm still not able to control the spawn event of neutrals, I've put in a ticket <3
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Posted May 26, 2013@ultracasual It should be working. It's possible you have another plugin which is un-cancelling the event. Can you try with no other plugins (except Extra Events)?
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Posted May 26, 2013@coldandtired Aha, now it's working great. However, I'm having a very rough time canceling the spawn events of neutral mobs. Here is my code snippet:
link to code
My console is indeed spammed with the message when a mob spawns, but the "cancel_event" portion doesn't function as I intend.
edit: these are posted in the 'spawns.txt' file.
edit 2: updated code link!
edit 3: 'action="kill"' and 'action="set" sub="hp" value="0"' do not work either.
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Posted May 26, 2013@rungario Zombies and skeletons don't despawn when the sun comes up they just catch fire, so you need to cancel the burns event.
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Posted May 26, 2013@ultracasual Setting hp only changes the current HP and not the maximum HP. I did it this way because mobs can apparently heal themselves (according to the docs) but I'm not sure how common this is.
So, to fix it just add a set max_hp before setting hp.
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Posted May 26, 2013How would I prevent mobs from being killed/despawned during the day so that I have zombies present day and night?
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Posted May 26, 2013@coldandtired Hello friend, I've finally decided to update my server and I'm in the grueling process of learning new configs. I am once again running into trouble! This is what I've managed to throw in the pot and it just isn't quite boiling down into something tasteful:
link to code
I've also tried the bottom one with no success. If the code looks correct It's more than likely a conflicting plugin which would be a relief! Thank you.
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Posted May 24, 2013@Ieroy You can use the backup site here for the tutorials while I find out what happened to the other site.
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Posted May 24, 2013Hey, I would really learn how to edit these files, but http://coldandtired.binhoster.com/ seems to give me:
"Forbidden
You don't have permission to access / on this server.
Additionally, a 403 Forbidden error was encountered while trying to use an ErrorDocument to handle the request."
If some examples could be given I would probably be able to work out how to write them..
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Posted May 18, 2013@RabbitLV Not yet but I will be adding them.
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Posted May 17, 2013Hey, I couldnt find information on tutorial site, so maybe you could help?
How can I make zombies or any other kind of monsters wear items, like leather armor and put him on some potion effects like speed or strenght?
Thanks for your time and support! =]
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Posted May 16, 2013@JerryFord
Yes the new config file is different. By default it says
<event/>
<!-- see coldandtired.binhoster.com to learn how to edit this file -->
and it requires fewer elements It does does require <outcome>.
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Posted May 16, 2013I'll admit that sometimes I have tunnel vision which causes me to focus on the unnecessary, so I'm looking for clarity.
The downloaded version of the tutorial has an outcome item, but the online tutorial doesn't. Is the old config different from the (Im guessing) new config?
Would it be possible to link to a working txt files so that they can be dissected? I've always learned in reverse, so that might help me to understand how this works.
Please advise.
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Posted May 16, 2013@CosmicVoyager Timers are independent from Minecraft and the timer event is just caused by a message from Extra Events, like a heartbeat.
Consequently, there is no mob involved which means there can be no closest anything.
If you only have one dragon you can use random_ender_dragon and it will be found. Otherwise make sure you use an event that involves the dragon (approached, near, etc.)
For he other thing, it's most likely that the player is too far away to be used. I'll add something to increase the range.
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Posted May 16, 2013@CosmicVoyager
I think it actually changes per event. I find the targetsystem also quite confusing :| I'm not sure of how this works, but maybe try it with a different event.. For instance, try to make it shoot an arrow when you leave an area or something (just for testing purposes). I think it doesn't work because there is no closest_player to a timer event nor a closest ender_dragon.
Im just trying to help btw.. I could be completely wrong!
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Posted May 15, 2013List of all possible values for target and target prefix? I see "shearer", "player", and mobs. anything else? For prefixes I see "closest" and "random". Anything else?
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Posted May 15, 2013Why doesn't this timer.txt work, please?
<event>
<action>
<entry action="shoot" projectile="largefireball" projectile_speed="5" projectile_target="closest_player" target="closest_ender_dragon" if_timer="dragon"/>
</action>
</event>
In Extra Events config, I have: timers: dragon: interval_in_seconds: 10 enabled: true world: world_the_end
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Posted May 15, 2013@CosmicVoyager player_in_area doesn't have a mob associated with it so you would need to set the target to a mob somehow. target="closest_ender_dragon", for example.
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Posted May 15, 2013For a shoot action in player_in_area event, how do you specify which mob shoots? Any time player is in the End with a dragon, I want the dragon to shoot a fireball at a player about every 10 seconds.
player_in_area.txt
<event> <action>
<entry action="shoot" projectile="largefireball" projectile_speed="1" projectile_target="closest_player" mob="ender_dragon" if_area="world_the_end"/>
</action> </event>
This does not work either:
mob_in_area.txt
<event> <action>
<entry action="shoot" projectile="largefireball" projectile_speed="1" projectile_target="closest_player" if_mob="ender_dragon" if_area="world_the_end"/>
</action> </event>
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Posted May 15, 2013@CosmicVoyager Near (or player_near, can't remember what I called it). Or approaches, depending on how you've set up Extra Events.