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 Oct 25, 2012@Beatkidz As much integration as I can do will be done.
Mobs doesn't integrate with other plugins very easily due to its dynamic nature. What this means is that I can't just pass off the mob to (for example) Heroes and let that plugin take care of it as the mob-related elements are far fewer than Mobs'.
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Posted Oct 25, 2012@coldandtired
So if I want to add zombie type monster with custom skin (Spout) where do I need to place zombie as base monster and where I can customize it's name and skin so both zombie and custom zombie will be spawned?
@Beatkidz
Thanks, it will help me a bit.
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Posted Oct 25, 2012Hey man. I kinda feel like i'm bugging you now but i just need to know. Do you plan on adding heroes support to the new version of Mobs?
2nd - For everyone asking for my config for different mobs in spout its mainly just for looks for now. i haven't added the Attack or HP for the mobs yet since i'm still not sure if Heroes support will be added. If it is not i will have to reconfigure the HP to Damage ratio.
Here ya go - http://pastebin.com/QhiEiKcE
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Posted Oct 25, 2012@Danioxo There is no monster in Bukkit called Test. Only the official mobs (pig, cave_spider, etc.) are recognized.
Once a mob has been given a name, it's possible to use the name condition to filter that type of mob.
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Posted Oct 25, 2012http://pastebin.com/vmasQyBz
Tried to add new monster that will spawn additionally to other monsters. It didn't work. Also tried to use <name></name> instead of <mob></mob>.
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Posted Oct 25, 2012@Flenix1 Persistence isn't there yet. That and potion effects are the last big things I need to add before the end of Beta.
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Posted Oct 25, 2012Is there something special I have to do to make my modified mobs persistant through a restart?
I made a room full of chickens with a spout title "Evil_Chicken" and 40HP, after a restart they were all back to 4HP vanilla chickens :(
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Posted Oct 25, 2012@Xikage I get you now.
Targets don't work that way. The child elements within a target element (except for world) use the ratio system and only one is selected according to the ratio. As you didn't specify a ratio it means that area has a 50% chance of being chosen, and around has 50%.
To do what you want you need to put an area condition in the action's conditions. That way, when a zombie tries to spawn it will be checked for whether it's inside the area or not.
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Posted Oct 25, 2012@coldandtired
http://pastebin.com/855HAP8w
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Posted Oct 25, 2012@Xikage Paste your config somewhere and I'll take a look.
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Posted Oct 25, 2012@coldandtired
Alright I did get set_attack_power working. Another action was overwriting it due to my mistake with the <mob> element and all. Now the only problem I'm having is the <area> condition not working and mobs spawning anywhere.
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Posted Oct 25, 2012@Xikage That works fine for me. Do you have any other plugin that could be setting the damage?
BTW, that <mob> element in your outcome doesn't do anything. If you want to affect only zombies called TestZombie use a name condition.
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Posted Oct 24, 2012After giving Beta10 a try, I can confirm that the <x><y><z> ranges are working great.
Using <target><area></area></target> no longer throws an error, but it doesn't seem to do anything. I have mobs spawning everywhere when they should only spawn in a certain area.
<set_attack_power> also doesn't seem to work. The HP is being set, but their damage is unchanged. Am I doing something wrong here?
Thanks for all the help!
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Posted Oct 24, 2012@nhoclesnar yep you can. The following code will do so:
players will still be able to use spawn eggs with this. You could add other conditions or attributes to limit it to particular mobs. You can also effectivly turn off natural spawning in the bukkit.yml file by setting "ticks per animal spawn" and ticks per monster spawn" to 0.
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Posted Oct 24, 2012I can't wait until I can use this again! One question: will I be able to disable natural pig spawning, but still enable pig spawn egg?
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Posted Oct 24, 2012@coldandtired sweet! I'm liking the look of custom flags.
in future versions will we be able to add/subtract (or other maths actions) to the integer in the custom_flag_int_x? If so we will be able to effectively count things, or make running tallies / scores yeh?
I'm already trying to envisage a gladiator pit where the player activates the next wave based off the number of kills they score (or the winner is the player with most kills). Or maybe a config when the third time a player kills another specific player within a certain time period it could start logging the killer's actions, (or tp them... actually there's a suggestion for a potential action, I'll go add it to the suggestions thread)
anyways liking the idea of custom flags, thanks for thinking of it
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Posted Oct 24, 2012@coldandtired
Awesome, sounds great! I'm going to use a lot of the features once the documentation is finished up (I read a few pages ago you're still working on it?) but for now I just need to do health and damage. I'm bumping up everything 10x so I can use more weapons via Spout and have enough variety between them :)
If anyone else is working on a similar goal, PM me. I'm great with the spout weapon adding, not so great at this.. so we can work together ;)
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Posted Oct 24, 2012Good update incoming tonight - http://dev.bukkit.org/server-mods/mobs/pages/main/latest-notes/
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Posted Oct 24, 2012@Xikage Fixed the second one as well.
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Posted Oct 24, 2012@Flenix1 HP should be working now (although Heroes integration is still disabled).
Mobs has nothing to do with spawning. The new config allows almost any action to be taken at almost any time at all (focused on mob-related events).
What this means is that the mob that spawns can be changed as much as desired, but more importantly it can be changed multiple times throughout its life. Becoming stronger at night, dropping rare items because it spawned near four players, destroying a mountain because it dies, etc.
Damage control will be coming back soon. Possibly even in the next version if I can get the bug below sorted out quickly.