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 Jun 2, 2013@UnderscoreZero
Putting this inside your 'damaged.txt' file will create invincible cows.
<action>
<entry if_mob="cow" action="cancel_event"/>
</action>
If you want to be able to actually smack the animal around, but want it to be immortal, you can try <entry if_mob="cow" action="set" sub="hp" value="100"/> That way unless you've got one heck of a strong sword, you'd never kill it.
It would probably help to turn up the mob's max_hp when it spawns, too.
-
View User Profile
-
Send Message
Posted Jun 2, 2013Can I block certain mobs from being killed? Example: Pigs, cows, sheep, chickens etc.
-
View User Profile
-
Send Message
Posted Jun 2, 2013What is the easiest way to increase the spawn rate of a mob. For example, magma cubes. They are too rare.
-
View User Profile
-
Send Message
Posted May 30, 2013Is there any way to color text in broadcasts? I've tried using <color>, &codes, and §codes but each of them just return errors when I reload the configs.
Edit: RESOLVED! I figured it out. You need to put §+ The + being replaced by whatever color code you want. For anyone else who's curious, run a Google search for Minecraft Color Codes and you should be able to find a list of them.
This uses the § code but puts it in a form the plugin understands (§ = §)
-
View User Profile
-
Send Message
Posted May 30, 2013This is simplified code from what I actually have, but it works the same when tested. It is placed in the player_near.txt
<event if_mob="zombie" action="shoot" projectile="smallfireball" projectile_target="closest_player"/>
For some reason after the fireball gets shot out, it decides to change course and go flying off back in the general direction of the zombie (it sort of just arcs off into space, in the opposite direction)
Any clue what might be wrong? Or is this just a minecraft oddity that can't be fixed?
-
View User Profile
-
Send Message
Posted May 30, 2013what am i doing wrong here i want giants to spawn normally just like any other mob would. <event action="spawn" sub="mob" mob="giant" mob_name="Menos Grande" amount="20" if_y="1 to 40" if_world="Hueco_mundo"/>
I was also wondering if it would be possible to make giants shoot fireballs?
-
View User Profile
-
Send Message
Posted May 30, 2013@BlueDwarf All the Extra Events events do is create a notification that something happened. They function exactly the same way as normal Bukkit events.
All the hard work is done in Mobs where you must react to the relevant event.
The player_in_area event is called every second so it's not a good choice for playing music. Better is the player_enters_area one.
In the player_enters_area.txt file you would create a config like this
I forget exactly what the sounds are called but it would be something like that.
-
View User Profile
-
Send Message
Posted May 30, 2013I can't seem to figure out how to use the player_in_area event. Using ExtraEvent areas. How would I make it so if a player were standing in area "test_zone", it would cause cave_ambience sounds to play around them?
(Or, it would probably be better to use player_enters_area.txt for that)
Thus far I haven't really been able to get anything to work with the player_'whatever'_area events.
-
View User Profile
-
Send Message
Posted May 29, 2013No. This was a fresh load of the jar; the txt files were created automatically.
-
View User Profile
-
Send Message
Posted May 29, 2013@JerryFord Ah, so the dies event for golems is affecting players as well when it shouldn't.
Is it possible you set no_drops or no_default_drops on a player in a previous config?
-
View User Profile
-
Send Message
Posted May 29, 2013@coldandtired-
That's exactly what should happen with that config (in a 5:2 ratio).
The dies event is for all mobs except players, who have their own event called player_dies.
I understand that the player should be calling on a different event.
Please note that the event Player_Dies has the default <event/> in the file and has not been modified.
I have just tested this with Mobs (1.5.2 b5) and Extra Events (1.5.2 b1) as the only plugins running, and the inventory of the player does disappear on death.
If you like I can submit this as a bug ticket. Please advise.
-
View User Profile
-
Send Message
Posted May 29, 2013@JerryFord <event if_mob="iron_golem"> <action> <entry ratio="5" action="remove" sub="default_drops"/> <entry ratio="2" action="give" sub="custom_drops" item="rose" amount="3"/> </action> </event>
On test, when killing the golem, the result is either nothing or a default drop w/ rose possibility.
That's exactly what should happen with that config (in a 5:2 ratio).
The dies event is for all mobs except players, who have their own event called player_dies.
-
View User Profile
-
Send Message
Posted May 29, 2013I thought I had a handle on this, but I have an issue.
In the Dies.txt file, I have:
<event if_mob="iron_golem">
<action>
<entry ratio="5" action="remove" sub="default_drops"/>
<entry ratio="2" action="give" sub="custom_drops" item="rose" amount="3"/>
</action>
</event>
On test, when killing the golem, the result is either nothing or a default drop w/ rose possibility.
However, the issue is when a player dies. On death of a player, the inventory drop is removed.
The dies.txt file is the only event that has been altered.
This is occurring in 152b4 and 152b5.
Please advise.
-
View User Profile
-
Send Message
Posted May 29, 2013@BlueDwarf You can use WorldGuard regions or you can use Extra Events areas.
Extra Events areas are only used to mark an area's boundaries and don't have any of the protection/owners, etc, that regions do. They are much lighter, though.
-
View User Profile
-
Send Message
Posted May 29, 2013@coldandtired
What would define regions (eg 'spawn_region')? Would something like WorldEdit/Guard or Towny be able to set these regions?
Sorry if I'm being annoying. Just really excited about the vastness of this plugin. (Just made an event in the spawns.txt for wolves to howl and spawn in angry mode on full moons). It already feels like a magical new world and I've only just scratched the surface with the spawns.txt.
-
View User Profile
-
Send Message
Posted May 29, 2013@BlueDwarf if_in_area is true if a mob/player is inside a specified area, so if_in_area="spawn_region" action="cancel_event" would stop all mobs spawning inside that area (if used in the spawns.txt file).
For greater/less than you need to use words, so if_x="below 10, 50 to 70, above 100", for example.
-
View User Profile
-
Send Message
Posted May 28, 2013@coldandtired
Thanks! I am slowly grasping the concepts of this mod. It's really fun to just poke around and test random stuff, learn quite a bit that way too. Is it possible to use greater than and less than operators for checking conditions like 'if_x" and others that check number values? The closest I've been able to get is to just list the numbers out between commas, but that's not really helpful if I want to, for example, stop mobs from spawning above 100y.
Edit: Actually, I'm quite unclear about the 'in_area" events. Perhaps those could be used for similar purposes? Though the tutorial pages don't seem to be very helpful on how to use that particular event.
-
View User Profile
-
Send Message
Posted May 28, 2013@BlueDwarf Okay, b5 has those conditions as well (http://dev.bukkit.org/server-mods/mobs/files/136-1-5-2-b5/)
-
View User Profile
-
Send Message
Posted May 28, 2013@BlueDwarf There are quite a few conditions available (see here) to determine things like you said, including the adult/baby one.
The skeleton type one and zombie villager one are missing but I can add them.
-
View User Profile
-
Send Message
Posted May 27, 2013This plugin looks really neat, I've already started poking around and testing some things. Though one thing that I have not been able to figure out how to do is to check more detailed info about a target like a zombie or a skeleton, or other animals. Things like 'is it a villager zombie' or 'is it regular or a wither skeleton' 'is it an adult mob or a baby.' Stuff like that, I can't figure out. The basic purpose for me seeking this plugin was to disable Villager Zombies from spawning, but I am also intrigued by the vast other options this plugin puts forth. I'll probably be hanging onto this either way, but can it do what I originally wanted it for?