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 Feb 6, 2012@MysticRealms That config will do what you want, but you need to indent the conditions more
Regions is plural in a spawn_event location just to save having to make multiple locations with one region each.
Most conditions are OR, meaning that if it's plural only one of the values has to fit the condition. The area_mob_class_count is also plural, but it needs a block for each location. Each block can only have one region. This is actually the same as what regions: [] does internally, so I'll probably change it to keep it consistent.
Spawn_Event must use worlds and condition_groups must use world_names, but I'll probably change one of those as well.
If there is no worlds key the first found world will be used (usually the main world but not guaranteed).
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Posted Feb 5, 2012Is the documentation up to date?
I'm having a really hard time spawning a non modified Skeleton Mob in a Test region and it's not working :(
1.1 R3
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Posted Feb 5, 2012In addition to my previous post... having more problems.
After 5-10 hours of converting my previous configs to the new version, my attempts at troubleshooting failed miserably very early on as I could not even get a single spawn_event to work.
Config was fresh except for this modification to zombies:
A chunk of some of the errors: http://pastebin.com/sykTi7wn
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Posted Feb 5, 2012Sorry but it seems either I'm having trouble with configuring this thing correctly or there's a problem.
Whenever I start fresh with no configs, Mobs starts perfectly fine.
2012-02-06 01:32:10 [INFO] [Mobs] Loading Mobs v1.9 b10. 2012-02-06 01:32:10 [SEVERE] java.lang.NullPointerException 2012-02-06 01:32:10 [SEVERE] at me.coldandtired.mobs.Loc.<init>(Loc.java:37) 2012-02-06 01:32:10 [SEVERE] at me.coldandtired.mobs.Auto_spawn.<init>(Auto_spawn.java:56) 2012-02-06 01:32:10 [SEVERE] at me.coldandtired.mobs.Main.setup_spawns(Main.java:520) 2012-02-06 01:32:10 [SEVERE] at me.coldandtired.mobs.Main.onEnable(Main.java:105) 2012-02-06 01:32:10 [SEVERE] at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:231) 2012-02-06 01:32:10 [SEVERE] at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:1057) 2012-02-06 01:32:10 [SEVERE] at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:379) 2012-02-06 01:32:10 [SEVERE] at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:191) 2012-02-06 01:32:10 [SEVERE] at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:174) 2012-02-06 01:32:10 [SEVERE] at net.minecraft.server.MinecraftServer.t(MinecraftServer.java:357) 2012-02-06 01:32:10 [SEVERE] at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:344) 2012-02-06 01:32:10 [SEVERE] at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:175) 2012-02-06 01:32:10 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:408) 2012-02-06 01:32:10 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:465) 2012-02-06 01:32:10 [SEVERE] Error occurred while enabling Mobs v1.9 b10 (Is it up to date?): null java.lang.NullPointerException at me.coldandtired.mobs.Main.onEnable(Main.java:117) at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:231) at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:1057) at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:379) at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:191) at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:174) at net.minecraft.server.MinecraftServer.t(MinecraftServer.java:357) at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:344) at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:175) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:408) at net.minecraft.server.ThreadServerApplication.run(SourceFile:465) 2012-02-06 01:32:10 [INFO] [WorldBorder] Loading WorldBorder v1.5.0.
I get this whenever I touch anything in the configuration file in accordance to your tutorials.
Running CB 1.1R3 and quite a few other plugins like ecoCreature, DeathTpPlus, etc.
http://pastie.org/3325417
There's my config currently and the only thing I'm touching is the skeleton spawning.
<</code>>
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Posted Feb 5, 2012I have a feeling I'm not doing this right...
This is what I want to achieve: 20% chance for creepers to drop eye of ender in specified regions 50% chance for creepers to drop 1 iron ingot globally
I want natural creeper drops to occur regardless.
Also, a few questions about regions. Do you have to specify the world? And also, in an example you posted a few pages back it said the syntax for the location involved "regions:" with regions being plural, but for the area_mob_class_count condition it said "region:" . Are they supposed to be different?
Edit: Also in the documentation it says that it is "worlds" instead of "world_names" for the location of auto_spawn. Is this correct? Will either work? Thanks.
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Posted Feb 5, 2012@coldandtired
Works like a charm now. Thanks!
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Posted Feb 5, 2012@dBi1K It's almost good, but I made a mistake in the docs.
It should be replace_items not replace_drops, and it's yes by default.
So you should remove the replace_drops from the fist action and add replace_items: no to the second.
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Posted Feb 5, 2012coldandtired,
I am having problems with this death rule. I want to replace the skeletons default drop with glowstone_dust, no experience and a 50% chance of a bone. This is my config. It drops glowstone half the time and bone the other half (exp. is 0 in both cases). Do I have an error in my logic?
death_rules:
- action:
replace_drops: yes
replace_exp: yes
will_drop:
- item:
names: [glowstone_dust]
will-give_exp: [0]
- action:
will_drop:
- item:
names: [bone]
if:
- condition_group:
percent: [above 50]
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Posted Feb 5, 2012@dBi1K Should be done now. The pages are always available from the Pages button at the top of the screen, but the links got broken by renaming.
Let me know if you see any others.
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Posted Feb 5, 2012@coldandtired
It must be me or something because I still get error 403 under the tutorial guide new systems mob settings. Says I'm not allowed access.....
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Posted Feb 5, 2012@dexyh1234 Your config is fine, but I've confirmed that the auto-spawner is interfering with the mobs (basically the normal mob properties are being set after the custom ones, and overwriting it).
I'm looking into it now.
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Posted Feb 5, 2012This is my config: http://pastebin.com/pJsyzZ68
The pigs are spawning (how do I set a limit?), but exp drop on death is not replaced. I already set a quantitie for the drop of bones. The bone dropping only happens (sometimes) outside the region. What is wrong with this config?
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Posted Feb 5, 2012@tappestry You have to use nether_warts or nether_stalk (those are the names Bukkit gave them).
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Posted Feb 5, 2012<reply 527274>>
i tried a variation of netherwart, nether_wart, nether_wart_seeds, etc etc. added into the config as death_rule action item
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Posted Feb 5, 2012@MysticRealms The examples for enchantment are in the conditions and item pages. I realised that the item block didn't get updated to match the new syntax so I will be changing that soon.
All actions in the death_rules section will be checked, so they function independently of each other. With each action (or any block with condition_groups) the first condition_group with all the conditions returning true will be selected.
As to your config, it would drop all four items if the conditions return true. The names: [] key is really a shortcut to avoid having to repeat the block for each item.
I did plan to add a key to specify all the items or just x of them but I must have forgotten :)
Regarding the exclusive key, I took it out because it's not needed any more. By having a separate action with replace_drops: yes after the others it will be exclusive even if previous actions have given drops.
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Posted Feb 5, 2012@tappestry Does it drop naturally or was it added to the config?
Your other problem is odd - I'll have a look at it tonight.
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Posted Feb 5, 2012@fluentchaos You can avoid this by having a killed_by_player: yes condition.
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Posted Feb 5, 2012@rvarnell Sorry, the link broke. Should be fixed now.
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Posted Feb 4, 2012Is there some documentation missing for death_rules? E.g. enchantments and such? By the way, was the exclusive condition removed? Can you provide some information on how the death rules functions? E.g. does it query all actions and just pick 1 out of the actions with matching conditions? Or does it run all actions with condition groups that return true?
Also in this example....
Would it drop both of the items? Would an enchantment be selected at random? Would it randomly choose one of the items in the names?
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Posted Feb 4, 2012possible bug with nether wart and nether wart seeds, if going to drop will disconnect player attacking mob.
cold I had some concerns, the potions seem to have the same reponse as above, also I can not get the auto spawn to work at all, im not sure if you remember or not, i was trying to have two spawn events, both set to spawn no and from spawner only. i have tried world: world one (my world name) or just empty to default to world one, but also the other as world: bossworld. my syntax is correct and im using the right brackets but for some reason the skeletons just wont spawn or drop accordingly after I set those autospawn events.