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 Apr 2, 2012@coldandtired
Invulnerable mobs are still taking the damage unfortunately.
-
View User Profile
-
Send Message
Posted Apr 2, 20121.2.4 b4 is up - direct link
Changes
-
View User Profile
-
Send Message
Posted Apr 2, 2012Yup, now that I'm awake and managed to miss class, I've tested it and its definitely bugged. Enemies still take damage while still red and being knocked back rather than being temporarily invincible for a second or so. This is kindof a problem on my server which is designed around very tough enemies. Any chance you can make a fix before people learn that spamming is now viable and lucrative option? Thanks.
EDIT: Created ticket.
DOUBLE EDIT: Love this plugin lol.
-
View User Profile
-
Send Message
Posted Apr 2, 2012You Rock!!!!! Thanks man, keep up the awesome work!
-
View User Profile
-
Send Message
Posted Apr 2, 2012It is working in a very sexy way. Thank you sir. ;)
-
View User Profile
-
Send Message
Posted Apr 2, 2012Not sure if its the plugin or not, but mobs seem to still be taking damage when 'red' and being knocked back from the first hit, benefiting spam. Too tired to test without the plugin now. 5:50am. Must. Sleep.
-
View User Profile
-
Send Message
Posted Apr 2, 2012@Matthamatic Yes it is. You'd need two action sections in the death_rules like this:
-
View User Profile
-
Send Message
Posted Apr 1, 2012Is there a way to setup a mob so that it drops one thing half the time and something else the other half of the time? I tinkered with the percent condition in drops and a few different ways of formatting in the config but it just wouldn't work for me. I can setup a custom drop but not the "either/or" situation.
Thanks
-
View User Profile
-
Send Message
Posted Apr 1, 2012@coldandtired
NP, I thought you knew already? It was announced pretty loud that it chunks now held the biome type stored within, this was the fix that sorted client sided weather issues and color stuff ups in custom terrain and vanilla terrain.
It is what made it possible to select what biomes have what weather effects.
So what you could do now is you could define mobs per biome, and even could support custom biome using the biome ID's, Plugins like Terrain Control can now assign its own ID per custom biome this will show up as plains in game but the ID assoicated is kept in the chunk so you could register these by allowing the user to input his own ID list and then we for those of us who do use custom worlds we could map our custom biomes right into your plugin to be used like the vanilla biome.
With this in mind you should in theory be able to take any mob supported and tell it exactly what biome to spawn in, when playing around with this feature I only request you try the custom biome ID list. If you succeed in the biome ID based support then I should be able to get those giants I wanted using the time spawn and setting the time to the same as natural mobs or slower then I would get these giants and any other mob in the right biomes.
Which would be a far sight better then hard-coding it into my custom world as I can modify this anytime I wish I cannot modify a chunk once its been made very easily ;).
-
View User Profile
-
Send Message
Posted Apr 1, 2012@ledhead900 Ooh..I'd forgotten to check if Anvil had any new features. Thanks for that, I'll look into it :)
-
View User Profile
-
Send Message
Posted Apr 1, 2012@coldandtired
Thanks, Also I know how to get set the biome better than the current method you use well imo it is better. Anvil saves the biome data with the chunks now so what you would do is read the chunk for biome ID and presto your able to detect what biome the chunk is and the blocks in it.
I guess my second and probably easier option is when I get my new world ready with Terrain Control I could use its new settings that can customize the mob spawn rates PER biome so I could hardcode the giants into the plains chunk data upon generation this way and have them spawn like any other creature there then use this to tighten the other stuff. I was going to do this with animals so they spawn in herds in plains and not many in forest or jungle but lots of wolves in those areas instead.
OR there even another way we could do this by using mob replacement to replace an existing mob we use the condition for plains then.
If: biome: PLAINS
condition and then call the replace mobname, mobname with what ever mob the config is in this case giant. Tho this method may need new methods added to actually replace another natural mob with the one listed in the config but that method is pretty reliable only beaten by the hardcoded method.
EDIT
Testing new build.
-
View User Profile
-
Send Message
Posted Apr 1, 20121.2.4 b3 is up - direct link
Changes
This is divided into two parts - a system which will be activated upon every player-killed mob (tracked or not, depending on settings) and a per-death_action system. Easier by example, I think:
This is the main one, and death_messages is a top_level section (the same level as the mob names).
Now for the death_action one:
The format is exactly the same except for the tracked_mobs_only key, which makes no sense in this context.
Each message can contain colours and special placeholders. Use § with a number from 0 to 15 to change the colour from that point onwards (see the first example above).
As for placeholders, they need to be surrounded with ^. The list of possible ones so far is:
The item lists are a bit basic as it's a very complicated area. I'll add to them (and any other placeholders) later.
Final things: The main section is called once per mob death, but the death_actions one is called once per death_action. This means it might be possible to see more than one message per mob death, depending on your config. I'll change this if it gets spammy.
If a main section is set it will be overridden by a death_action section.
The messages are only called when the mob is killed by a player.
-
View User Profile
-
Send Message
Posted Apr 1, 2012@ledhead900 The first one is something that's already in development and will be added to the next major release. No ETA yet but hopefully around a weekish from now.
The amount of items can be set with the quantities key - see here for an example.
There's no easy way to do that. If you think about it, all natural mobs are spawned on a timer and I believe the way it's done in vanilla is pretty much the same way I've done it. So you can either spawn lots of Giants in a big area and use conditions to filter out the ones not on a plain, or if you know the locations of some plains you can tailor the auto_spawn to focus there.
As far as I know there's no way to find out which blocks are plains without testing each one.
For the slimes it would look something like this (note the changes in the spawn_rules section):
-
View User Profile
-
Send Message
Posted Apr 1, 2012@coldandtired
I have a toy around with this and couple things I have come across and have not fully realized yet.
I was hoping to do it with wolves, by making them random angry during day but always aggressive at night.
Here is my current setup http://pastebin.com/UQ2LYjxD
-
View User Profile
-
Send Message
Posted Apr 1, 2012@ledhead900 It's on the list :)
I get some more free time from tomorrow so hopefully I get get stuff in order over the week.
-
View User Profile
-
Send Message
Posted Apr 1, 2012@tappestry Could you paste the whole error somewhere? (or only the lines with Mobs).
-
View User Profile
-
Send Message
Posted Mar 31, 2012@coldandtired
Wiki need updating to reflect your 1.2.4 version changes, missing mob types and among other minor things.
-
View User Profile
-
Send Message
Posted Mar 31, 2012cold have u seen any errors with creeper explosions vs. players like this one?
org.bukkit.event.EventException Could not pass event EntityExplodeEvent to Mobs
-
View User Profile
-
Send Message
Posted Mar 31, 2012@coldandtired
It doesn't show anything for me, i am using essentials & BOSEconomy.
MoneyDrop showed when i had that active, but i would much rather use this plugin.
If you know of an eco mod that does let me know, otherwise if you could implement this it would be GREAT!!
-
View User Profile
-
Send Message
Posted Mar 31, 2012@deleted_8665991 Doesn't the economy plugin have that functionality?
I planned to add something like this a long time ago but got sidetracked.