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 15, 2012@gummby8
I find it humorous/ironic that you say you're not trying to badger developers, and then give a metaphor that does exactly this.
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Posted Feb 15, 2012@Sleaker
Firstly coldandtired I appologise for hyjacking your plugins thread This will be my last comment to the Heroes devs
Sleaker and Kainzo
I don't mean to badger plugin devs, I just wish they would work towards bringing out their plugins full potential rather than stifling it with stiff necked non-logic
Let my try to explain my point of view here. If you saw a Baker creating the most beautiful cake in front of you. You were salivating as you saw it come together. As the cake was nearly complete, the baker suddenly decides, "Hmm I'll use rat feces as a filling!" You say WTF NO! The baker only expresses, it makes sense to him and continues on making the cake. The once potential beautiful cake is now utterly useless to you, when it was so close to being absolutely amazing.
That is how I view Heroes. It was so close to being an amazing plugin, but due to some poor decisions, it is rendered 100% useless to me. I cry for what it almost was, for what it could be. And I shed a tear for the devs that can't see the shining potential of their own plugin and instead choose to ruin it.
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Posted Feb 15, 2012We have no intent to change the way we handle mobs.
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Posted Feb 15, 2012@gummby8
gummby8 - Again this is all up to people's choice. We develop Heroes for our specific server and let other people use it. We also don't use any of the other plugins in your list.
It's not about incentive. It's simply about time. Interestingly if Mobs wanted to they could make it work just fine with heroes in it's current state by hooking into how Heroes grabs/sets health.
I can't magically wave my hand and make things work. We have a very specific design focus, and if you don't agree with it then feel free to move on to another plugin I'm not making you use Heroes, I'm just telling you what will and wont work with how we handle damage/hp. In it's current state there's nothing I can do to make Heroes compatible with an external damage plugin that will not affect it's stability and require a massive amount of reworking. And even then it most likely wont work due to how MC handles all of these values.
If you're so 'sick and tired' I'd suggest stop complaining, and badgering plugin developers to do exactly what you want right away. It makes them less likely to listen to you.
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Posted Feb 15, 2012@Sleaker
You have a great plugin that literally chokes itself to death by limiting other great plugins that would compliment it greatly.
I'm really just sick and tired of the four best RPG plugins (PlayerDungeons, heroes, citizens, mobs) not playing nice. Some seriously amazing things could happen if those four teams could just get together and collaborate their efforts on how to make all four plugins function together.
And while yes the citizens devs are doing a poor job using player objects, one thing would solve most of my problems. Removing Heroes. I can find workarounds for classes via MCMMO and MagicSpells. Citizen NPCs would no longer have 0 HP, and I could have boss mobs.
I'm pretty sure if there was some sort of incentive sleaker and his team would come up with a solution pretty quick. And I think it is sad if it came to that. I'm going to give it another couple weeks, if there isn't a solution to this crap I am ditching heroes for my own workaround.
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Posted Feb 15, 2012@coldandtired
the issue with changing get dropped Experience is that Heroes already handles exp drops itself. And since it converts everything into heroes exp already, I don't see changing exp as anything that would be useful. We don't want to cause issues with dealing with 2 different experience systems as it starts getting confusing if we don't synch our experience system with MCs
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Posted Feb 15, 2012@Sleaker Yes, I see how it's done now.
However, forgetting all the damage and HP stuff, it would still be easy for Heroes to accommodate any plugin that changes exp by passing the dropped exp to awardKillExp() before zeroing it, and there determine whether to get the value from the config or just use the passed value.
But I agree that they will never be really compatible, and have updated the page.
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Posted Feb 15, 2012@coldandtired
Heroes uses the xp bar for handling all of it's xp, that's why we control it. It displays all of the heroes xp values, along with needing to use it due to enchanting.
It's more than just controlling HP, it's also about how we deal with damage, and yes it's not possible to make it compatible with Heroes. If you look through how we handle damage you'll see why it's not possible at all.
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Posted Feb 15, 2012@Sleaker True, but only because of design.
I also keep track of the HP and damage values of all mobs, but the key difference is I do this only for the mobs in the config.
Every event in Mobs has something like this
which not only gives the admin the choice about whether to let Mobs overrule other plugins, but then returns if the mob is not in the config.
If you don't want to do it that's your choice, but please don't claim it's impossible to do. I originally only requested a workaround for the exp issue, which really is as simple as
or
and has nothing to do with damage.
The second example would allow admins to selectively turn off exp for specific mobs by setting it to -1 (or -999 or something) and both plugins could coincide. Admins who have never heard of Mobs or have no interest in it wouldn't even have to change their configs.
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Posted Feb 15, 2012@coldandtired
Heroes keeps track of all HP values internally and kills the mob regardless of outside interaction when it knows the monster should die. We override the damage system too much to allow external methods of adjusting mob HP/damage.
We simply can not turn off any of this to let people pick and choose what they want. It doesn't work like that. Every single portion of Heroes relates to damage in some way, and we have to modify these values and track them ourselves. External plugins could potentially adjust these values if they hooked into Heroes, but there may be incompatibilities as we add in similar features, and I don't think everything is exposed to allow for it.
tldr; you can't just 'turn off' portions of the damage system in heroes.
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Posted Feb 14, 2012Also, for anyone who was asking about changing the spawn rate, this has now been added to CraftBukkit 1.1-R4.
You can now change the rate in the bukkit.yml file to whatever you want.
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Posted Feb 14, 2012@dBi1K I'll just add it back. I thought it was overkill and removed it but it seems it wasn't.
The addPacket thing was because in previous versions I was replacing mobs with my versions. The latest version uses default mobs, but has information about each mob stored in memory and uses this to decide what happens to each mob when it's hit, burned, dies, etc.
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Posted Feb 14, 2012@coldandtired
That is strange. It acts just like when you first set up the replacement code in the old versions. Not sure what you did to fix it then, but I re-loaded v1.9b10 and it works every time.
One thing I did notice though, is that in v1.9b10 when I would move between any of the alternate worlds, it would show the "addPacket" swap in the console for each mob. I don't see that anymore in this newest build.
I appreciate the help!
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Posted Feb 14, 2012@dBi1K Looks like I have to go back to the old way then. It's certainly very strange behaviour considering the code that does it is so simple (basically loops through each mob in each world and if it's in the config sets the default).
I imagine it must have something to do with the way the worlds are loaded.
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Posted Feb 14, 2012@gummby8 It's possible. The problem is the same as with exp.
Mobs lets the admin choose what mobs and what situations change the exp from default, but Heroes goes with the all or nothing approach.
I added many conditions to Mobs (and more are coming), and some of them are probably not used by any admin (although I like the idea of being able to spawn special mobs only on February 29th, or for just one minute every day :) ), but the concept behind Mobs is that everything that's not in the config is ignored completely (this also means that if the next version of Minecraft changes some defaults it won't affect me at all).
I understand the Heroes team's reasoning but feel they should allow admins to disable Heroes functionality in certain areas if they choose. Especially as they do in fact have a whole team, each member of which is likely more experienced than me, and it only needs a couple of lines of code.
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Posted Feb 14, 2012@coldandtired
Does this mean even single custom spawned mobs won't be able to have their dmg/hp changed if heroes is present?
Heroes changes the HP/dmg of EVERY mob, I want to change just the HP/DMG of very specific mobs!
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Posted Feb 14, 2012@coldandtired
I have no other plugin that spawns anything. I just did a bit more testing like I did before where I spawned animals by the world spawn point and about 200 blocks away (on three different worlds). Here is what I found:
On the primary world specified in the server properties file, mobs by the world spawn point dropped the configured loot and did not revert to default on a server start. Mobs that were away from that point reverted to default drops on server start.
The mobs on the other two worlds reverted to default drops on server start in all locations.
This makes no sense to me if you have taken that code out.
Anyway, just for a sanity check, I double checked the primary world with no other plugins installed and got the same results. I also check the other two worlds with only Mobs and MyWorlds installed and got the same results.
I'm confused....
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Posted Feb 14, 2012@dexyh1234 http://mantis.dthielke.com/view.php?id=12#c9
http://dev.bukkit.org/server-mods/mobs/?comment=573
Basically, they don't like any other plugin (Mobs isn't the first) to touch what they are doing, and they won't allow admins to choose which plugin controls what.
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Posted Feb 14, 2012Did you get any anwser from the developers of heroes about the exp thing?
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Posted Feb 14, 2012@dBi1K I took the old code out because it was working fine without it in testing. Do you have any other plugins that can spawn mobs installed?