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 May 3, 2012@DRChAyNe That's right.
You can cheat with the spawner and set up an autospawn on that exact block (or slightly around it) but then the spawner has to be in a known place.
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Posted May 2, 2012So basically if we set up the autospawn section, it won't overwrite the default mobs? Also is there any way to make them spawn from a spawner?
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Posted May 2, 2012@coldandtired
sounds like a neat challenge, I will see what I can do with this plugin. :) I appreciate your awesome work. I think this would be the only plugin that could possible allow me to achieve what I want.
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Posted May 2, 2012@Eoden13 The autospawn section is always on top of normally spawned (or spawned by any other plugin or command) mobs.
The mobs don't inherently have names but it's possible to create different messages for each mob if desired.
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Posted May 2, 2012@coldandtired
AH! that makes sense. So question... if I setup the autospawn section that overrules the general section for say a super skeleton. would normal skeleton still spawn? When you kill a creature and the rewards are dealt out does it give the name of the creature?
I am looking to add in features of a RP server and I am fine with not having new textures/mobs but it would be really awesome to make super boss type creatures for different events.
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Posted May 2, 2012@DRChAyNe
@Eoden13Unique refers to the mob's properties (HP, damage, etc.)
At the moment, each mob in the config can have a general section and an autospawn section.
The properties in the general section apply to all mobs of that type in the game. So setting a skeleton not to burn in the general section means that all skeletons won't burn, no matter how they were spawned
If you set up the autospawn section though, it overrules the general section and therefore you can spawn mobs with properties that are completely different to all the general mobs.
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Posted May 1, 2012@DRChAyNe
I would love to know this as well or perhaps I am reading more into this plugin then I should. :)
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Posted May 1, 2012Can you make a tutorial on how to make a unique mob? I'm having trouble setting it up, thanks :)
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Posted May 1, 2012@alexander_gq Everything from death_rules down needs to be indented one level, like this:
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Posted May 1, 2012@coldandtired
Thanks coldandtired. The pigzombies still drop their default. This is running bukkit 2149 with your latest version.
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Posted Apr 30, 2012@Jshulmancloud Why would you rename the config?
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Posted Apr 30, 2012Are you supposed to rename the config?
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Posted Apr 30, 2012@alexander_gq Try removing the last three lines.
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Posted Apr 30, 2012I want to make pigzombies stop dropping gold and drop red wool instead. I added this to the bottom of config:
But nothing changed. Can you help me?
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Posted Apr 28, 2012how do I go about "Create unique mobs that drop whatever you decide"? I would love to use the base mobs but make custom creature types or bosses?
Thanks
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Posted Apr 27, 2012@Xikage I'm impressed you manage to decipher my spaghetti code :)
I haven't forgotten about that condition and it will be added soon. That's pretty much all that's left to do for the config generator - add the more complicated conditions and help tooltips, etc.
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Posted Apr 27, 2012Is the new version going to include conditionals for the different moonphases / minecraft "weekdays"? If not, I grabbed the Mobs source off github and coded a condition class for it. It's fully functional and we've been running it on our server for a while now to add events based on when there's a full moon, new moon, or other types of mob spawns based on the weekdays cycle we're developing. I'll PM the code to you if you're interested.
Pretty excited about the new Mobs version! Hope to see it up soon.
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Posted Apr 27, 2012I'm intending to use this plugin as a replacement for Monster Apocalypse, which no longer supports the mega-aggro range, and I didn't use anything but the auto spawner for zombies anyway.
Two problems have come in my way in this process:
1. Was going to say that burn_rules doesn't work at all. However, it seems to be working with "true" / "false" instead of "yes" / "no"
2. I want to configure auto spawn to make a steady stream of mobs around the circle. I tried making it so they wouldn't spawn if "heights" was below 70 or above 75. That didn't seem to change anything either. If I fly up into the air there is a visible ring of mobs that falls from the sky, sometimes dying. This is also visible to users standing on a cliff, creating an unpleasant and fake zombie experience if not at street level. :/
Here's my spawn_rules
spawn_rules:
spawn: yes
unless:
- condition_group:
player_within: {x: 24, y: 128, z: 24}
- condition_group:
heights: [below 70, above 75]
- condition_group:
light_levels: [above 11]
also tried putting the 'unless' block inside of the spawn event, but that did nothing either.
[EDIT] I hadn't seen the capability of putting spawn_rules inside of spawn_event, awesome plugin, thank you! [/EDIT]
I love the way this plugin is structured and want to fully move to it, I just need to work out the kinks in a test environment first. Thanks!
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Posted Apr 27, 2012@Chemical_Datas
@Montpelier A few more days yet! I would say the config app is 85-90% done, and the plugin code to read the new config is about 60-70%
I have next week off so unless my PC explodes or I get hit by a bus it will be finished then.
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Posted Apr 27, 2012@samrg472 It's already included in the next big version (along with many other goodies).