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 Jun 15, 2013Are you able to control the Experience given? And are you able to make the Experience work for heroes?
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Posted Jun 14, 2013@irdoom1337
It certainly is Multiverse compatible, works great on my Multiverse server.
Make certain that you have proper casing on your letters, capitalization should match the world's folder name I think. (Is the world folder in your server named 'Hueco_Mundo'? Or does it use a space, or noncapitalized letters?)
I extracted your exact code that you pasted, made a dummy world named Hueco_Mundo on my server to test it, changed the 'if_in_world' to 'if_world' and let it run. Seemed to function perfectly for me.
I personally dislike your code though. I'm not sure which way is more proper, but I prefer to structure mine like this instead:
Then you can add more linked_actions at the top as you need them, and add more <action>s and <entry>s as you need them as well. I've also named the linked_actions more specifically, so I can know exactly what my code is trying to do when I look back at it later.
Edit: It might be worth mentioning that you can only have one <event></event> per text file. More than one will cause issues.
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Posted Jun 13, 2013@BlueDwarf
reply thanks. nvm it still doesn't work i think it is not multiverse compatible :/
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Posted Jun 12, 2013Is there any way to force a mob spawn with an item in its hand, or armor on?
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Posted Jun 12, 2013@irdoom1337
Try if_world="Hueco_Mundo" instead, if_in_world is not the condition you want.
I just tested that code and it works fine,
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Posted Jun 12, 2013i used this code
and it didn't work (it does work for world "world" though). Will this plugin to work with world made with the Multiverse plugin or is something else wrong?
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Posted Jun 12, 2013I think mobs are coded to not move at all when they are 30 blocks away. Except for zombies, in 1.6, which will be able to move when you're that far away.
For example, get some angry wolves, and run. When you hit 30 blocks, they stop following. They still stare at you, and will keep turning towards you, but they can't actually move anymore. Take a few steps towards them and they will resume following you.
I could be wrong about that, but I don't think a detection distance of over 30 blocks will work.
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Posted Jun 12, 2013I need some help with the config. I need the distance that a mob notices a player set to 100 blocks and creepers to blow up every time they they come in contact with a block (except the one they are standing on).
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Posted Jun 11, 2013@MelonCraftServer
I'm not 100% but try changing leaves in the second code to 18 and see if that works
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Posted Jun 11, 2013I need to make it so that zombies can't spawn on leaves (Thousands of zombies in the sky!) My spawn.txt is:
<event if_mob="zombie" if_standing_on="18" action="remove"/>
or
<event if_mob="zombie" if_standing_on="leaves" action="cancel_event"/>
But neither of these work!
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Posted Jun 6, 2013FYI: The tutorial link above doesn't work.
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Posted Jun 5, 2013The Citizens plugin with the Sentries add-in has a working fireball system, where the npcs can shoot fireballs directly at you. Perhaps you can ask them for help with the odd fireball behavior.
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Posted Jun 5, 2013@coldandtired
Thanks for all the help. And thanks for making this plugin.
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Posted Jun 5, 2013@irdoom1337 The problem was fireballs was that they didn't work properly at long range. Something to do with the physics being hard-coded or something.
You can replace any percentage of zombies, or any zombies based on conditions.
In the spawns file it would look like this
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Posted Jun 4, 2013@coldandtired
:/ would it be possible replace %15 of zombies with giants or would i have to replace them all? if I have to replace them all can you tell me how to make it spawn on a timer? Is this the code for fireball? <event if_mob="giant" action="shoot" projectile="fireball" projectile_target="closest_player"/>
http://forums.bukkit.org/members/spazymcgee.90673881/ made a plugin for me that lets you shoot 5 fireballs at once so if you need help with the fireball code he might be able to help. (But then again I Know nothing about how hard it is to code this plugin so... ya)
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Posted Jun 4, 2013@irdoom1337 It's not possible to make giants spawn like normal (without messing with Minecraft internals).
What you can do is force spawn them with a timer, or replace other mobs with giants.
They can shoot fireballs but the code for that is problematic and might not work as intended.
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Posted Jun 3, 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?
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Posted Jun 3, 2013@UnderscoreZero The easiest way is to remove the drops and then spawn your own instead.
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Posted Jun 3, 2013@CosmicVoyager The easiest way would be to cancel another mob's spawn event and replace it with a magma cube.
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Posted Jun 3, 2013How do I change mob drops?