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 Mar 2, 2012@coldandtired
Thanks for adding that.
Have uploaded Mobhealth 3.9 now and its working great with Mobs :)
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Posted Mar 1, 2012coldandtired: Skeleton damage is now working correctly with your B7 update. Thanks!
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Posted Mar 1, 20121.9.8 b7 is up - direct link
Changes
This will likely be the last release compatible with 1.1-R4 and below. The next release will either be for 1.1-R6 or 1.2, depending on how quickly a Bukkit RB is made.
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Posted Mar 1, 2012@dBi1K I think it's because what is hitting you is the arrow rather than the skeleton. It was something on my list (the same with fireballs) but it got missed somehow :(
I'll look into it tonight.
Edit: It was indeed and has been fixed already.
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Posted Feb 29, 2012coldandtired: I'm having some problems with an autospawn event block. I'm spawning a skeleton on command with 50 hp and should do 20 damage. Everything works correctly but it's only doing the default damage no matter what the value. I'm not using another mob affecting plugin but went ahead and set up "yes" for "damaging" in the overrule section just in case. Can you see a problem with the config?
skeleton:
general:
auto_spawn:
- spawn_event:
manual: yes
where_to_spawn:
- location:
worlds: [telthar]
base: {x: -13, y: 41, z: 474}
range: {x: 1, y: 1, z: 1}
quantities: [1]
general:
hp: [50]
damages: [20]
death_rules:
- action:
replace_items: yes
replace_exp: yes
will_drop:
- item:
names: [arrow]
quantities: [25]
if:
- condition_group:
killed_by_player: yes
will_give_exp: [2]
shortcut: lich
spawn_rules:
burn_rules:
burn: no
unless:
- condition_group:
world_names: [telthar]
death_rules:
- action:
replace_exp: yes
will_give_exp: [1]
will_give_money: [1]
if:
- condition_group:
world_names: [telthar]
- action:
replace_exp: no
replace_items: yes
will_drop:
- item:
names: [arrow, arrow]
- action:
replace_exp: no
replace_items: no
will_drop:
- item:
names: [bone]
if:
- condition_group:
percent: [above 90]
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Posted Feb 28, 2012@1born2kill Your spawn_rules is in the top level. I.e. it will affect all zombies. If you want it to only affect the super zombie move the section inside the spawn_event block.
Also note that this zombie will spawn every x seconds (with ingame time above 12000), where x is the value of the spawn_interval key.
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Posted Feb 28, 2012Can someone tell me what's wrong with this config?
I want it so that the OP'd zombie will spawn everyday when the time is above 12000... But I cant get it to work.
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Posted Feb 27, 2012@Grichecth No, it doesn't touch items at all.
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Posted Feb 27, 2012Does this plugin have the ability to allow spawners to drop spawners when broken?
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Posted Feb 26, 2012Added a poll. Please vote!
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Posted Feb 26, 2012@tappestry I just tested both slimes and magmacubes, and the size, can_split, and split_into keys and they all work as expected.
How are you trying to spawn them and what exactly is not happening?
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Posted Feb 25, 2012Hey cold, I looked through your class files, idk whats up but slime splitting is just not working for me. I tried a various combos beginning with magmacube (thats my main focus right now). Anways, i checked out the slime split event, so I thought, hey lets test it on slime! They wont even spawn. Is this because their natural spawning conditions are not being met perhaps? Ill have to dig deep and see if they pop. But back to splitting, seems like maybe magmacube wasn't hooked into the split argument you wrote?
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Posted Feb 25, 2012I'm sorry, but what do you mean by that?
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Posted Feb 25, 2012@dexyh1234 I think this is my fault. Auto_spawn sections take priority over normal section so I think it might be ignoring the general spawn_rules because the auto_spawn has no spawn_rules.
You can try putting the spawn_rules inside the auto_spawn for now, and I'll have a look at it tonight.
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Posted Feb 25, 2012I tried it, but sadly it still isn't working. The pigs keep spawning (stuppid maybe, but could it be the priority of the regions in worldguard?)
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Posted Feb 25, 2012@dexyh1234 Your formatting is off for the condition, should be like this
I'll have to check if that works though.
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Posted Feb 25, 2012I'm doing something wrong again. cfg: http://pastebin.com/aBPhzuPq What I'm trying to do is: Region [hoi-binnen] is a small area where the mobs should spawn. I wanted to make the detection region for mobs class count bigger, so I used another region, called [hoi]. The config isn't stopping the spawn event when the limit of 9 is reached. Why is that?
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Posted Feb 25, 2012@watdidyusaey You would need to set it up so that it was spawn: no/burn: yes unless player_within: {}
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Posted Feb 25, 2012@gabizou The auto spawn events happen every x seconds (defined by the spawn_interval setting in the config).
So before deciding on conditions you should really decide how many mobs you want in a region and at what times. Remember that mobs can still spawn naturally as well unless they're configured not to.
It might be enough to simply increase the spawn_interval to a bigger number, although this only works if you want the same frequency of spawning across all mobs.
Conditions which might help are world_mob_count, area_mob_count, and the time-based ones (hours, minutes, etc.)
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Posted Feb 25, 2012@gummby8 Yeah, the teleport event only got added in R4. Bit surprised that the whole class gets ignored if just one event is bad though.
We live and learn :)