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 Dec 13, 2013Is it possible to run a command on events with a specific target in the command? I tried looking through the tutorial stuff but couldn't find anything. Example: I've got an RPG plugin that uses its own xp system. It has a command to grant xp to players but requires a player's name as a target. Is there a way I can get the mob-killer's name dynamically and have mobs run a command on the death of that creature?
Also, I can't seem to change the damage for individual creature types, I can change damage globally that all players receive from all entity attacks but not on a per-creature basis...
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Posted Nov 23, 2013This is an amazing plugin! It's literally everything I've been looking for!
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Posted Nov 21, 2013@coldandtired
I tried it.
I made something like this
And then I used that action when spawning zombies but it doesn't work. It doesn't break anything though. No error. So I suppose it doesn't work that way.
Do you know how I can make it work ?
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Posted Nov 20, 2013@dezzlor You need to split the actions into two, like this:
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Posted Nov 20, 2013@shaythegoon I still couldn't make this happen under testing. You must have a plugin or a setting that's causing it. Any ideas what other plugins you have running which could affect drops?
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Posted Nov 20, 2013@BobbySoSlo This currently isn't possible. You can keep a count but it's not per player. If you haven't found a plugin that does it yet let me know and I'll knock one up for you.
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Posted Nov 20, 2013@Merlimont It was working before using the set skin action. I haven't really checked SpoutPlugin for a while but it should still work unless something changed on that end.
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Posted Nov 20, 2013Hello coldandtired. I'm looking for a feature. I'm using Mobs and ExtraEvents on my server to spawn leveled monsters, changing the health and damage of the mobs. Do you think it would be possible to change textures too ? I'm using spout. I know there is an outdated RandomMobs plugin so technically this might be possible.
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Posted Nov 16, 2013I'm sorry if this is lazy so feel free to ignore but I'm trying to figure out if this plugin is capable of doing what I want:
I'd like to limit the amount of hostile mob drops players can get per time. My current idea is to make it so that players have a counter of 10, if they get a drop it goes down by 1 and if it's 0 they don't get a drop, and the counter goes up by 1 every 10 seconds.
This is to limit the incentive of just safe grinding mobs in the various methods possible.
Thank you very much if you can answer :)
(Also the site hosting the tutorial is down)
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Posted Nov 11, 2013Guys, ive got an event working but i dont know how to get another one working?
this is what ive got so far: <event if_mob="iron_golem" action="give" sub="custom_drops" item="373" item_data="8194"/>
i want to make another one so that when a zombie pigman dies he then drops a strength potion, but how?
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Posted Nov 3, 2013It wouldn't be because the version here is for 1.6.4 R1.0 would it, i'm using R2.0...
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Posted Nov 3, 2013@coldandtired
I have nothing in the other files, they are the only 2 I haven't changed. I'm using the latest Versions of Events and the latest of Mobs....
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Posted Nov 3, 2013@shaythegoon I still can't replicate this. Are you sure you don't change the drops in any other event (hit, block, etc.)?
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Posted Nov 3, 2013@coldandtired
<event> <action> <entry if_mob="zombie" action="remove" sub="default_drops"/> </action> </event>
That's it
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Posted Nov 3, 2013@shaythegoon Can you paste your spawns.txt file as well please.
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Posted Nov 3, 2013@shaythegoon
Still not working, the only thing i have effecting drops is the remove default drops in spawns.txt...
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Posted Nov 3, 2013@coldandtired
No, i don't have any other ones effecting drops... I'll get back to you with some results in a sec...
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Posted Nov 3, 2013@shaythegoon I still have it working fine here A spawns mob:
And the Mobs dies.txt:
Killing the creeper drops its normal drops on the ground, along with an iron ingot.
Do you have any other plugins influencing drops?
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Posted Nov 2, 2013@coldandtired
Yeah, its set via spawns. I'm copying the name i set in spawns and transferring it to mobs. Still not working though...
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Posted Nov 2, 2013@shaythegoon This means that the name you are checking for doesn't match the name given to the mobs. Are you setting it via Spawns?